FoonLudum Dare ExplorerLD51 → Switch Heroes

Switch Heroes

By delpod

View on ldjam.com

CategoryRankScoreCount
Overall3483.1838
Fun3393.0437
Innovation3992.8237
Theme2683.5237
Graphics3952.8537
Audio3312.7536
Humor2672.4634
Mood3252.9436

Comments

termight 2022-10-03 09:16

Nice concept. The game itself is good, but a bit boring to me. Not much challenge in the rooms.

krynxx 2022-10-03 11:29

Nice game! could be a bit more challenging but other than that it feels pretty good :)

osh-studio 2022-10-03 11:53

This game reminds me a lot of binding of isaac, I like this take on the 10 seconds theme as it was nice to switch between characters! Well done on this entry.

delpod 2022-10-03 14:15

@termight @krynxx Thank you, the generation of monsters and rooms didn't really worked out the best it could, sometimes it makes really easy rooms and sometimes nearly impossible to beat. I wanted to do a boss battle at the end, but it didn't work out.

@osh-studio Thank you as well. Once I got the level generator and traveling between them working I got the same feeling about Binding of Isaac, but it wasn't planned.

henrik-ganard 2022-10-03 14:46

The game was fun but a bit monotone. The rooms were quite the same. Overall a fun game.

rickylee 2022-10-03 15:28

such a good idea for the theme! ^^ I kept changing my mind on which hero i thought was superior, they both have benefits and drawbacks. Great game had fun playing :)

delpod 2022-10-03 16:05

@henrik-ganard I can agree with that, it's monotone, I may tweak and add some stuff to the game at some point. Thank you for playing

@rickylee Thank you, I'm glad you enjoyed it :D

mdotedot 2022-10-03 16:41

Good idea. Maybe it happens when you are further along the game that you have need of two heros in one level. Now I beat the enemies regardless of the type of hero. Or that you have to wait for a hero to enter a room where you know one of them is better. Regardless: solid game. Nice effect on switching. One time the green slime attacked me when i was going through a door. But most of the times it was balanced out that you could emphasize the level. well done.

wrac4242 2022-10-03 16:45

Feels decent to play and seems fairly well made, i would maybe say add a slight radius to the walls so you dont clip on the corners, and maybe a minimap / more of an incentive to explore, but overall a really nice premise and execution

kosmosael 2022-10-03 18:56

Ha reminded me a bit of Isaac! :) Very nice game, loved it, the graphics are very nice and the music, however a bit repetitive is fitting!

sarah-alexa 2022-10-03 20:45

I like the art style and it seems fun having 2 different gameplay styles. I did struggle a bit though as I felt like some rooms placed me directly on enemies from the start meaning forced damage.

I like how there's a few enemy types allowing you to make use of the walls in the middle lots and how you can work towards making something you're struggling with a bit easier with upgrades. The tone of the music was good btw, sets a nice gloomy dungeon feel!

Well done with this! Feels like the beginnings of a fun rogue like dungeon crawler!

thegamearchitect 2022-10-03 22:37

cool game, the art could have been a bit more vibrant, perhaps with effects if you wanted to keep your colors as they were. well done though!

delpod 2022-10-04 12:44

@mdotedot Thank you for feedback, I wanted to tackle balance issues at the end but had no time, I'm making a small post-LD update that hopefully will make it better.

@wrac4242 Thank you, I also wanted to make some more exploring (that's why there are doors at the top of rooms) but couldn't make it, I'm also adding that in post-LD update.

@kosmosael Thank you a lot for nice words and playing the game.

@sarah-alexa Thank you for feedback, I'm also fixing the issue of enemies spawning too close to the doors in the update. I'm glad you liked it.

@thegamearchitect Thank you, I'll think about the art style and see If I can fix it easily

dnivie 2022-10-04 13:33

Nice game. I feel like the difference between the two characters maybe should have been bigger, the upgrades were neat, but it didn't really matter to me if I was using a sword or gun. It might have been cool if the different characters had some different abilities that set them apart and made them better and worse in certain situations.

lesinvisible 2022-10-04 19:50

Interesting mechanic which can be explored further in some standalone project, here it proves to be an interesting concept. But looks a bit underutilized, for example, you can camp in cleared rooms before you get a shooting guy, which I found more useful.

eugenik 2022-10-05 01:51

Wow this one was really nice!.

delpod 2022-10-05 10:22

@dnivie @lesinvisible @eugenik Thank you for feedback, I may try to explore it further once I finish my main project

yani 2022-10-05 12:01

It's a pretty interesting idea! Definitely worth working on :smiley: Maybe levels seem a bit repetitive but we all know that we have to sacrifice something if you have only 48 hrs.

delpod 2022-10-05 20:14

@yani Thank you for kind words

kizilejderha 2022-10-14 22:10

Changing characters every ten seconds is a coop concept, but it could be implemented in a more interesting way. What if both characters kept their original position so we were teleported to the other character's position after a switch? or maybe there could be enemies that can only be killed by one of the characters? There's a lot of possibilities with such concept

Fight mechanics are ok, the enemy variety is nice but not enough for the duration of the game. The procedural maps keep things fresh tho. The upgrades are cool, but reduced damage upgrade is a bit too overpowered. I like how the sword guy can destroy bullets too, it's a very cool detail and is actually useful in some situations

Good entry overall, but definitely needs some post-jam improvements

miltonnh25 2022-10-14 22:56

Good job with the game. I had a good time playing it and the swapping went well with the theme. I both the sword and gun felt nice but I feel like there could have been a bigger difference between the two of them to make the swap feel like you really needed to change up what you are doing. Also there were a few enemies that spawned really close to the door and would attack you almost instantly when entering some of the rooms. Overall a pretty cool game and a fun idea to build off of.

gamedevzach 2022-10-15 03:54

This is honestly amazing for how short the compo time is. Got a few upgrades, but with walk speed so low it might go better with shorter dungeon-floors. Currently it's very difficult to stretch your health far enough to survive so it makes you want to play even more defensively.

madeofst 2022-10-15 17:21

Nice work, there is quite a lot of functionality in this, with different enemies, levelling up and the two different characters. The art and music are quite nice too - definitely create the right mood for a dungeon escape. I think only side doors opened for me, and only one at a time, and I don't think there was any logic to the dungeon layout, so perhaps could get rid of any extra doors? The one main suggestion I would say add a lag for the 1st shot from the green guy when you first enter a room - if he spawns very close it's basically impossible to avoid and that kept getting me! Definitely a nice bit of work though - thanks!

delpod 2022-10-15 18:32

@kizilejderha Thank you for feedback. Keeping the original position is definitely interesting for this idea, it would need some different combat mechanics, but it's definitely worth considering if I ever come back to this idea. Destroying bullets was not something I intended at first but after I first saw it I started considering that a feature not a bug :smile:

@miltonnh25 Thank you for feedback, I know that the difference is not big enough, I wanted to create item system to make the weapons behave very differently but I knew I wouldn't be able to do it well in 48h.

@gamedevzach Thanks, I added a temporary upgrade system (you have to play faster to better utilize the upgrades you get) to counter that defensive play a bit in post-LD version 1.1.

@madeofst Thank you for kind words and suggestions. Some of the problems you already mentioned are already fixed in version 1.1, so it's nice that we both saw these problems. I wanted to create additional smaller rooms up to some of the bigger rooms and I did in 1.1, spawning too close was fixed and also in LD version there is always some small lag when changing the room, and it was also fixed, so the experience should be more smooth.

dodgergram 2022-10-16 18:28

cool game, i like how the sword breaks projectiles

glink4 2022-10-17 19:37

remind me of "enter the gungeon" and "the binding of Isaac". The game design is a true success, fun to play with a joypad, and very complete. Good job !

rubel-nmb 2022-10-19 14:11

Cool!

darzu 2022-10-20 17:58

Polished, nicely executed game! I liked the switching, and at first I thought range was over powered but the ability to block projectiles with the sword is quite good. Enemies spawning directly on top of u seemed a little unfair, but overall I really enjoyed this.

rightearphone 2022-10-21 07:19

congrats on a great game!!!

delpod 2022-10-21 19:54

@dodgergram @darzu Thank you, breaking enemy bullets wasn't intended at first but I liked it and I'm glad it worked out.

@glink4 Thank you, I'm glad you enjoyed it also on joypad as I didn't have much time to test it. I've never played "Enter the gungeon" but I played BoI and once I implemented switching rooms I saw that it was a bit similar. But I take these similarities as complements :smile:

@rubel-nmb @rightearphone Thank you very much!