khaotom 2022-10-02 16:08
Most up to date version is always at itch.io: https://khaotom.itch.io/ten-seconds-again-and-again
Foon → Ludum Dare Explorer → LD51 → Ten Seconds Again
By khaotom
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 291 | 3.32 | 33 | |
| Fun | 182 | 3.46 | 33 | |
| Innovation | 393 | 2.85 | 33 | |
| Theme | 332 | 3.33 | 33 | |
| Graphics | 443 | 2.56 | 33 | |
| Audio | 89 | 3.67 | 33 | |
| Humor | 232 | 2.62 | 31 |
Most up to date version is always at itch.io: https://khaotom.itch.io/ten-seconds-again-and-again
Weirdly fun and addictive gameplay loop with an enjoyable aesthetic and good sound design. This is what it's all about! My only complaint is that the spacebar didn't seem to have an in-game effect in browser.
Ah interesting, @mrwarranty. In hindsight I should have also put it on like Z or something since some browsers sometimes like to own the spacebar. You can also use right mouse button. (Also make sure some angy faces are around... or nothing will happen...) Thanks for the feedback.
Even though the graphics where really simple, I liked the feel of the game. Sound was on point and matched the style. It took me a bit of time before I understood how the "power ups" worked and it didn't seem to have a game over state (or maybe I was too good at the game?) :) Nice one!
Mildly bizarre...in the best way! I reached around level 31 before I let myself die. Pretty addicting and fun! Great job!
Things I noticed and liked:
1. The coins in the UI become the special attack and can be recycled! If you're fast enough :) 2. The monster AI has them move away from the mouse (with some jitter I think so it's not fully predictable?) 3. The early levels incentivize waiting to kill the monsters to try to get extra points! Allows the player to add some personal challenge which is really cool!
Potential bug:
At one point I click somewhere on the edge of the screen and the game suddenly had a cyan overlay. Not sure if this was a feature, bug, or quirk of playing it in the browser.
Ideas:
Later levels are more difficult but this has diminishing returns because many of the monsters will be overlapped meaning that roughly the same amount of effort can be used to complete the more saturated levels. One idea might be to start gradually reducing the size of the monsters to make overlaps less likely and require higher precision to kill all of the monsters.
Very nicely done! Once you get the hang of using the special attack down the game becomes really easy, at least until the difficulty starts picking up around level 65. I made it to 100 before giving up, and I didn't regret the time spent on it, so well done! Screenshot 2022-10-02 223456.png
Really genuinely fun to play :)
This game has great potential. Played it till level 38. got more than 40k points.
I learn by mistake that right clicking will spend your coins to get rid of enemies. That was a cool mechanic.
Only thing holding this game down is its art. Having space invaders type spites would look awesome. I would love to play this game on phone with updated graphics. Nice Job!
Very well made. the controls are excellent and progression is nice. Combo's where nice touch and fellt great. Well done!
The graphics looked very simple initially, but it's compensated with nice polishing and effects, and most important, the game is **really** fun!
The initial progress is very well done, and the tutorial messages are a great way to fill the wait from the easiest levels into the next one, thus always keeping the 10 level. I felt that after level 40 or so, a steeper progression might have helped, but the game still gave continuous interesting fun gameplay for really long. Congratulations!
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Great entry, right on theme!
I agree with some of the others here that the game has a very nice feel to it!
I enjoyed playing! great game!
Thanks all for kind words and feedback.
I spent a bunch of iterations to balance the later stages. It's much better now than it was at first. At one point you could basically one tap and combo the entire screen! I love the idea @roulette mentioned of gradually reducing the size of the enemies. It is a great idea and I wish I had thought of it during the development! :joy_cat:
Clicking on things quickly is always fun. Reminds me of FPS aim trainers.
This was fun! The music was simple but effective, and I really appreciated the hold-to-fire mode on my touchpad :)
One thing that might have been nice is different enemy types? The game got a bit stale for me after level 20 or so personally.
Excellent music! The special attack was really clever, especially how it was possible pick up the "coins" again if you were fast enough. Nice game!
This is a simple, fun and enjoyable game that is somewhat addictive. Well done!
A good time! I really liked the core gameplay loop, and I liked the way risk and reward were implemented into almost every aspect of the game. The art is simple but good, and the visual design is very clear and readable. I loved the music, I can't imagine it's easy to write something that'll loop that many times without it becoming repetitive, but this game does a great job.
I only have two real problems with it: firstly, I may just have not understood how they work, but the purple power-ups felt a little pointless since they kill so few enemies and don't have any of the risk and reward elements the rest of the game is so good at. The other thing is that I think it could use to be harder overall, I didn't even realize there was a fail state until like level 100, and at higher levels the risk and reward mechanics become less and less relevant because all you can do is desperately click all over the screen and use the coin attack before the end of the round to clean up the stragglers.
Overall though, I really liked it, the way the coin pickups move was fun and challenging, and I really I feel like the way the enemies moved away from where you click gave them some real personality. Great job!
Great music, and love that you started your design with a risk/reward balance, it gave the game some interesting play.
Good game ! The gameplay is fun at the start with the risk/reward balance, but become more annoying at the end (when we must just spam click). My only complaint is that the monsters explode when the clock reaches 1, not 0. This can feel a little bit unintuitive. Otherwise it was a really enjoyable game :)
I appreciated the autotapping option quite a bit. At first glance the game is pretty boring but a few of the hidden mechanics have some interest. I liked the idea of being able to skip to higher levels, which worked in an interesting way with the score as healthbar mechanic. I think the enemies do a pretty good job of being erratic, but adding more of them per level is only interesting for so long. I like the incentive to experiment with tapping in different places. Pretty easy to get bored off
Really appreciate the in-game tutorial at the beginning, very well done!
This is funny as all get out.hahaha.png
Wow very cool action game! Started off chill enough that I could get my bearings and then ramped up into crazy frantic clicking. Some real nice feel-good moments like multi-killing or using the special and then reclaiming a bunch of coins (the coins/special was a great design).
The graphics were solid and did a good job of conveying the action, the sound effects were satisfyingly crunchy, and the bumping soundtrack added a ton to the experience.
Love your more experimental entries but I also enjoy when you come around to making the occasional action game too.
Oh - and I was glad the autofire wasn't strictly better than spam-clicking. Although I did sort of wear out my clicking muscle, it felt a lot more satisfying to noscope some fool than to just wave my hands around.
Very nice all-arounder compo entry!
This is very clever game design and a great use of the theme I love when losing a game is clearly my fault and not because of some unfair or unclear mechanics. I kept pushing myself to let the timer run longer each level and it led to a lot of tension and excitement even though I was just clicking on some angry little blocks.
You could add more mechanics to keep the game interesting during longer playthroughs. Maybe different types of blocks with unique behaviorus, like a blue block that doesn't move very fast but shrinks, or a purple block that takes more clicks to kill. Maybe have some sort of infection mechanic where one of the blocks can convert others to its color when it makes contact forcing the player to decide whether to start clicking early or let the infection spread.
Simple game but pretty addicting. Felt like maybe it was too easy, maybe having a couple enemy types with different health or speeds would be a cool way to mix things up. Overall though it was cool, and the music was jammin'.
There are some really smart little choices here like having the enemies change direction whenever you miss so you're encouraged to click carefully instead of spamming.
I made a new expanded version of the game to celebrate Halloween. It's got more monsters and the mechanics are changed up quite a bit. The monsters can eat any candy on the playfield, so scoop them up quick!
You can play it over on itch.io at https://khaotom.itch.io/halloween-candy-rescue