olivieryc 2022-10-02 23:19
Sweet execution, worked great!
Foon → Ludum Dare Explorer → LD51 → Haunted Hollows
By likirus
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 468 | 2.70 | 22 | |
| Fun | 404 | 2.82 | 22 | |
| Innovation | 488 | 2.10 | 22 | |
| Theme | 478 | 2.20 | 22 | |
| Graphics | 423 | 2.67 | 22 | |
| Audio | 307 | 2.86 | 21 | |
| Humor | 330 | 2.05 | 21 | |
| Mood | 338 | 2.89 | 21 |
Sweet execution, worked great!
Nice take on the TD genre. Sometimes I don't manage to kill the Demons, I guess it is because they have too much HP. It would be a nice UI addition to have a HP bar attached to each Demon.
@thesnide yea, their HP increases every round. I wanted to start the first wave with one-hittable enemies, so I can understand why it's confusing that the second wave isn't one-hittable anymore. HP bars could have helped with that.
The controls felt great and the audio/music really brought everything together!
Fun to play ! But the ennemies are too strong too fast ^^ A health indicator for the monster would be nice too ;) Great job
So, a couple things to improve:
The movement speed is agonizingly slow. I really wish I could move faster in this game. A dash button might be a good addition.
There's no feedback on when you connect with an attack. At first, I thought that my attacks just weren't working, until I realized that enemies don't die in one hit. If there was some sort of sound effect or animation for hitting with an enemy, this would be a big improvement.
Also, having a short music loop is fine, but you should try your best to make it loop cleanly. You could do this by opening the song in audacity and trimming the tail down.
All that said, there is some potential here. I like the huge, sweeping attack, and I kept trying again on it because I wanted to see what the game is like when I'm totally decked out with upgrades. Unfortunately, I just found it too difficult to get that far, but I bet it's really cool.
I agree with previous comments. Either add Demon HP bars or give them a hit animation, because it's hard to tell if you missed or not
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Fun game! At the end though, you're basically invincible by spamming attack and sitting still. I see the speed, attack range and attack speed cap out, but didn't get to the damage cap if there is one. More enemies and such would be fun and would keep it interesting for longer! Good job!
I really liked the concept of collecting upgrades to try to keep pace with the enemies, and it was fun to get stronger over time.
The biggest thing the game needs is more feedback - right now it's hard to tell when you're dealing damage to the enemies, and there's no response when you get hit. The player's hitbox seems big, too; I often felt like I was getting hit when I shouldn't have been.
It seemed like your performance in the game depended mostly on how lucky you got with your initial upgrades - if you didn't get anything good at first, you were doomed. With low stats I often found that I couldn't collect the upgrades that dropped because they were blocked by enemies that I couldn't kill quickly enough. When you did get lucky, though, you got better than the enemies at an exponential rate and completely outclassed them in a short time, which was very satisfying when it happened.
As said before the enemies are too strong. You can use different colors depending on the hp.
Good work by the way :thumbsup:
When I played the game I was under the impression that the hitboxes are off. Now that I read that the daemons have health points and don't die because of that things make much more sense. Aside from that it would be helpful if the attack range would be visualized somehow.
A great result taking into account that it's written from the ground up in JavaScript. I remember the struggles with my earlier games written in pure JS. :sweat:
Fairly solid entry, though the lack of HP bars and difficult to visualize hitboxes are quite annoying on the LD version. the graphics and sound work well and its fairly fun to see how long you can last.
Really solid foundation! I love how the melee attack creates a dilemma of me wanting to be close to and far from the enemies at the same time. Here is how I think you could take it to the next level (tl:dr: add juice. I realize some of this is already in the post-jam)
0. Make sure players can not outlevel enemies, increasing enemy health exponentially should do it. 1. React on keydown, I guess you used keypress, which happens when I let go of the key, keydown makes it much more immediate. 2. I think the hit-box of the player is a tad large. It is fun if you get to barely squeeze by an enemy without getting hit, I did not experience this, though, rather it felt like they got me a bit to early. 3. Add some form of health indicator for the enemies, could be as simple as a health bar above their head, or you slowly change their sprite to a bloodied one. 4. Add hit-react animations. E.g. change to a different sprite for a frame or two, or just make the entire sprite white for a frame or two. This goes for player and enemy. 5. It was the most fun when I got to slice through a bunch of enemies at once and they all died, make that more common, increase numbers of enemies early on, but hold of on their health and speed longer. 6. Add particles when enemies are hit, and even more when they die. 7. Stain the ground where enemies died, maybe even leave a corpse, but find a way to let it fade into the background so it is clearly distinguishable from live enemies. 8. Screenshake, basically at every time you want to sell some form of impact. I would say a little bit when hitting an enemy, some when killing an enemy, and a LOT when being hit. 9. Make enemy hits happen when the swipe actually passes them, not all at the same time. 10. Sounds when enemies get hit. Make sure they sound nice when a lot go off in quick succession. 11. Sounds when enemies die. Same as above, make sure it sounds nice when a lot of them happen quickly. 12. player animation, start by mirroring the sprite based on movement direction, expand into separate sprites when moving up/down and maybe a separate set for when the player is swinging the weapon.
Cool compo in pure HTML5 and javascript! Had a go at the post-jam version with health bars and it suddenly makes a lot more sense - this was definitely a necessary addition. I think the round and difficulty increases every 10 seconds, although that could be a bit clearer too. With a bit more clarity and variation though this could definitely be a lot of fun, great work!
Plays well especially for a purely html and javascript game. That is really impressive. The animation were few and far between. I think it could use a little more juice but with the tools you used this was impressive enough. Don't think I have anything to add beyond what has already been said. Overall good entry with your toolset.
I really liked the game, my only concern is about feedbacks. It is not always cleat if our attack hits the enemy because there is no sound or animation to know that. Also, hitboxes look a bit too big.
I liked the music and the progression, well done!
I was under the impression the sword collision didn't always worked, but then I tried your post jam and it made sense after I saw the life bars. It was quite fun and kept me playing.
:D Fun game! I found it a little too challenging too quickly though. I really like all the upgrades, but after three play throughs, I always died after not too many waves. Since sounds and music! Good gameplay. Nice pixels.