paroxysmal 2022-10-03 02:02
Cool game and take on the theme. The one hit deaths are a little much though..haha. Good entry.
Foon → Ludum Dare Explorer → LD51 → Bug Out
By wavertron
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 224 | 3.45 | 24 | |
| Fun | 179 | 3.47 | 24 | |
| Innovation | 78 | 3.78 | 23 | |
| Theme | 127 | 3.86 | 24 | |
| Graphics | 302 | 3.27 | 24 | |
| Audio | 225 | 3.20 | 24 | |
| Humor | 127 | 3.18 | 21 | |
| Mood | 287 | 3.07 | 22 |
Cool game and take on the theme. The one hit deaths are a little much though..haha. Good entry.
Nice game will say it's quite laggy after a couple maze changes though.
very impressive! Seeing the maze shift in real time is a super cool effect. I do find it a little frustrating that the destination seems to change pretty often, as well, though. It can feel really discouraging to get halfway to the end of the maze and then realize the next exit is closer to where you had just started
I actually abandoned an idea like this early because I didn't think I could pull it off, and you Pulled. It. Off.
Very neat. The art gave me old Duke Nukem vibes.
The only gripe I had was that some of the exits felt nigh impossible to reach in 10 seconds, and then they'd move on reset, so it really felt more like I was just 'surviving' until an exit spawned near me. Or I missed something obvious.
I originally had the Exit move every 10 seconds, but that was too hard. So I changed it to 30s, but that was too easy, so I settled with 20s. Always hard to get balance right in a short amount of time.
Cool game - lovely retro tileset, impressive animations on the enemy movement / destruction, and a fun core mechanic! :)
Cool Game, really dig the retro art style! Love the theme, but sounds are what sells this game! :D
Ha ha .. the killing sounds .. let me out of here ... cool ! The respawning levels are a bit unforgiving. I respawned three or four times with bugs all over m.e.
Good Job.
I like it! The bugs are a good level of challenge--quick enough that you need to be precise, but not so quick that it's frustrating. I liked the concept of the grappling hook, but I found it pretty tricky to use it effectively. Maybe I just need more practice? In the web version the lag/stutter got a bit intense sometimes. Nice entry!
Great take on the theme! I feel like shifting the exit every 10 seconds was a bit frustrating though.
I like the goofiness - the death sounds and physics of the limbs flying about was neat. The combat often felt good with plenty of monsters, but it occasionally spawned way too many for me to be able to kill - you could easily expand this with powerups or extra weapons which would be awesome. I think the central idea of a shifting level and the wall disappearing so monsters can get you is super cool. Thanks for making this!
Cool game and great idea! I won the game immediately the first time and then I haven't been able to win it anymore 😆
Very good arcade game, remind me the golden age. The idea of the labyrinth wich change every 10 sec is very intesresting and made a good rejouability of the game but that maybe difficult, you need to move speedly and i've difficulty to move with grapple, the mecanics works fine but it maybe imprecise by moment. But that's a really **good job** for a jam game, and that's easily make a small complete game, if you add more weapons and experience etc...
Nice little game, but unfortunately it really didn't perform well in browser for me. Kept getting lag and audio glitches.
Enjoyed the death sounds and the win screen, great to see those bugs exploding!
Challenging game! I found it a lot of fun, great work!
The map in the right down corner is awesome idea, and how it changes when level recalculating, should be not easy to code :D I was lucky to pass the game in 20 seconds, the map have changed with the straight way for me :sunglasses:
I found it very challenging, but very well done! I could tell how much you enjoyed making this game! Real congrats on the game, it's very solid and polished!
Eow! A hidden gem! I love these kinds of surprises. I love finding games that don't have many comments or that haven't gotten the votes yet and they are real gems! Congratulations! The game is very well thought out, the concept of ten seconds is cool, the mechanics too. What algorithm have you used for Pathfinding? Great game, seriously! Congratulations! You deserve many more votes and recognition!
This is super cool. I really wanted to try it without the lag from the web build, but I'm on Linux and got an error when I tried running from source. It's still fun though; the shooting feels great and I love the little animations and gibs. The graphics are solid, though it does mix different pixel resolutions. The instant death felt a bit too harsh, though it did increase the tension. The grappling hook mostly worked well, but I didn't like that it immediately cancelled when pressing left/right while ascending. The level-changing mechanic works well and I love that it gives you a map. Some music would be nice to give it more atmosphere, but the sound effects are great, especially the death sounds. Great work!
@milq thanks for the kind words. For pathfinding I'm just using my own AStar implementation (I call it GridStar, but its simply AStar with the assumption that all adjacent cells are connected, so all that really matters is cell weighting, ie a wall is weight 9999, empty cell is 1). In hindsight, I should have looked at using a Dijkstra Map. Right now each bug calculates its own path to the player fairly frequently, and I think that might be the main source of lag in the web version as more and more bugs spawn it starts to struggle.
@ben-barsdell thanks for the feedback. Yeah absolutely I wanted to get in some music, but I left it too late. I had about half-hour left when I started to use beepbox.co, but I'm a total noob at music making so trying to make a high tempo action background song in 30 minutes was never going to happen :smile:
It's a good and fun game, it suffers a little from a bit of lagginess and unpolished feeling movement. I find the fact that the grapple breaks whatever action I do quite frustrating. I like the idea though and shooting around felt very satisfying, especially because of the death animations. Loved my own too. The exit changes location a bit too often in my opionin. You could have divided the game in more stages of increasing difficulty, including how often the exit moves. Nice job regardless!
nice gameplay, the randomess got me frustrated multiple times ahah, i didnt expect the exit to move so i wanted to wait for it x) There is an fps issue when you restart too many times or when you stay alive too long idk, probably memory issue or something