nomadicrockman 2022-10-03 23:33
Very pretty game! And impressively sophisticated mechanics.
Foon → Ludum Dare Explorer → LD51 → Comet Raiders
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 917 | 3.17 | 22 | |
| Fun | 1203 | 2.35 | 22 | |
| Innovation | 341 | 3.60 | 22 | |
| Theme | 899 | 3.30 | 22 | |
| Graphics | 185 | 4.21 | 23 | |
| Audio | 689 | 2.82 | 22 | |
| Humor | 1 | |||
| Mood | 681 | 3.34 | 21 |
Very pretty game! And impressively sophisticated mechanics.
Took me a bit to get the hang of it -- the tutorial didn't quite make sense, I had to muddle through a couple of games before I was able to destroy both ships. The mechanics are quite interesting (though I don't understand why you wouldn't just either move or mark all 10 ticks as attacks?), just needs a playable tutorial or something like that (which TBF is a lot to ask of a gamejam game!)
Hey, this entry was really fun. The theme prompted a lot of people to make faster paced games but it is cool that you made a turn based strategy game with your idea. The graphics outside of the UI is on point, and the audio works as well. I just wish there was more challenge or content in this besides learning how to move and shoot the ships. There's a lot of potential in this though, and if you work on it more, I'd love to play it again!
@vgel I certainly had plans to tighten up the action economy by allowing a limited number of shots each turn, but that didn't quite make the cut at the time of submission.
@trabasura I'll let you know if I add more to it. I really spent most of the time trying to get the usability down. I'm definitely planning on adding more levels and ship classes to the base game, as well as more tutorial levels that ease you in.
Very nice concept. Very different style than anything a saw before !
Really Impressive take on hard to implement mechanics. It's nice to see in a gameJam. It does suffer from a lack of progression into the systeme or real feedback on what is happening but i'm impressed by what is already there
Great retro mood set by visuals and sounds.
Very impressing! I would normally need more support with the UI.
Really liked the visuals. Good job!
This is a cool idea- I am terrible at it though, I want to be good, but I am not :smile:
Art is nice too.
UX not clear - confused to find how to attack enemy, but very good looking game and nice concept.
fantastic art :)
nice visual.
I really like the direction you took the theme with this. Having to plan out every 10 seconds of a battle is a great idea!
I like the "timeline" mechanic that you used for planning your attacks, but I didn't understand why it would matter where I put my attacks on the timeline, only in the case of moving around a big obstacle would I ever need to move those attacks, and it didn't really seem necessary to do so. I also didn't realize you hade to click on the timeline initially, but that may have just been poor reading on my part.
I think the animations, visuals, and environment looked great and fit together well. It was a little difficult to understand where in 3d space everything was clearly, maybe some sort of "dimming/blurring" for things further away would be helpful. The large meteors helped ground me a little bit, but I was constantly having to spin around each ship to make sure I understood where exactly it was going in the 3d space.
Overall gameplay I was left wanting, I could definitely see this being more fun with other options than justs "attack" that made more use of the timeline mechanic. A blast that took 4 turns to charge up, or a speed boost effect for example would really add a lot more intrigue to the game.
I had a hard time figuring out the controls, but the graphics and sound are awesome. I somehow crashed into an asteroid and BOOM, headphone alert :). Overall solid 3d prototype for a game.
@tobius really appreciate all the feedback. I've been getting in the habit of making game frameworks rather than games, and I think that's a really good thing from all the features you listed as possible future additions to the game. I ended up having to really cut back on weapon types, ship types, movement widgets, and a multiple of other things to get the clean look I really wanted and to save as much time as possible.
I like what you said about the unique weapon types or abilities on ships. This is totally on the radar for a bigger game.
3D movement is always really tricky, and it's not always for everyone. I'll definitely be considering adding some kind of visual aids to help newer players to the genre understand depth and position in a 3d env a lot more in the future/
Hi dude!
Played this one and wasn't really successful in my fight, since the controls are not very intuitive and overall I didn't understand why my ships are not shooting, while enemy are. But anyway I would like to point that you nailed the style :smile:
Can I ask what camera shader (probably?) you've used for the pixelated effect? Is it something you've developed or found somewhere?
@erlioniel it's little monstrosity I created myself: https://github.com/RubenTipparach/HPSXURP-Shader-Graph-Tools
Love the space art! You've really perfected this style!