mdotedot 2022-10-02 22:50
Nice voice over. Sometimes the walking stops when pressing arrows .
I can't see the rating - settings. So unfortunately no scores from m.e.
Foon → Ludum Dare Explorer → LD51 → survive the night
By dimesto52
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 362 | 3.15 | 21 | |
| Fun | 246 | 3.31 | 21 | |
| Innovation | 259 | 3.26 | 21 |
Nice voice over. Sometimes the walking stops when pressing arrows .
I can't see the rating - settings. So unfortunately no scores from m.e.
Very, very cool idea. The graphics are quite original, but the animations are still needed. Nevertheless - the process of the game itself is quite exciting, and I spent time in it with joy.
Simple and fun! Bonus points for the voice over :smile:
Pretty simple but i love the idea that it changes what you controll and what the AI controlls! Would've loved if it was a bit more clear but still pretty good entry
Fun simple game. The different modes were cool with only being able to control certain aspects of the game. A few extra modes would've been great. Like maybe a mode where you can only control the direction you shoot but not when to shoot.
I like Vampire survivors, so this game is right up my alley. The switching between walking and shooting is really cool and the shooting is really satisfying. What I would like is there to be little bit more, like items and enemies and maps, but I get that that is the enemy in LDJAM. Also the game felt quite easy, but maybe just because I play similar games. Well done nonetheless.
Good idea, simply done. I had a fun time. Its a great core gameplay that need some more juice (animation and fx) and variety (more ennemies with different patterns) to be played a longer time !
Great idea to switch controls with an IA! I don't understand if the coins had any utility though (even after collecting 100 coins I've seen no change). I think there is some design problems to resolve here: - the difficulty does not seem to ramp (or at least just a bit?). - coins don't seem to impact the game. - feeling of repetitiveness. - missing some variety in the situations / challenges. - missing some pacing (what I mean here is that it's continuously the same tension, with no highs and lows).
Here are some ideas that (from my point of view) could improve the experience's quality: - a closed area (instead of open ended) -> it does add more variety and difficulty with the borders of the map (walls, corners). - Levels -> every X series of 10 seconds, new enemy spawns appear - Other kinds of enemies: like faster ones, invokators that spawn other creatures... - Rewards from the coins (either you get automatic upgrades, or a choice between different upgrades with... different prices?), which can improve either movement, shoot or the IA. This moment of being given reward could happen during the "day" (the lighting becomes clear, all enemies change their sprite to be frozen in rock, and the day finishes when you have chosen a reward...) -> resolves the impact of coins and missing of pacing. And the upgrades increase the feeling of variety if they impact the game feel. - In combination with an increasing character skillset, you can add harder and harder waves of enemies...
Also I felt that the robot voice at each turn was too much the same at each time. Perhaps making a random on the sound's pitch value could do the job, and/or mix with other sentences!
Nice game, It would be nice if the game got harder over time in some way but a great start
It feels like the movement AI is perfectly legit but the shooting AI can't hit the broad side of a barn.
Nice game! I liked it and got me playing for a while
Game feels too easy. Maybe some sort of increase in difficulty as you go would be nice? The sound effects work well, the art style is simple but functional. The mechanic is interesting and functions quite well. Overall a pretty simple but functional entry.
The idea is awsome, changing the contrôle every time is an innovative type of gameplay, i love !
I got over a hundred coins before I took damage and realized I have more than 1 health.
Cool idea, would be better if the difficulty increated though :D
I really like the core idea of swapping between the two major player actions.
The fact that there’s random shooting and movement in the opposite modes made it a little harder to grasp what the modes did, I'd either remove the randomised opposites or make them very week but properly respond to player input. Having the modes be discrete, you can only move in run mode, would make doing well in the different modes way more important as the run mode is pretty safe as its always shooting.