stephen321 2022-10-03 13:36
You haven't uploaded anything?
Foon → Ludum Dare Explorer → LD51 → Ninja | Thief
By rolferm
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 479 | 2.57 | 22 | |
| Fun | 481 | 2.27 | 22 | |
| Innovation | 310 | 3.13 | 21 | |
| Theme | 396 | 3.13 | 21 | |
| Graphics | 284 | 3.32 | 22 | |
| Humor | 68 | 3.55 | 21 | |
| Mood | 418 | 2.47 | 20 |
You haven't uploaded anything?
@stephen321, thanks, seems something went wrong during upload.
@rolferm Works for me! Also stole the baby, does that make me the bad guy?
Nice game and love the concept. Unfortunately I feel that the idea is hindered by the horrible control scheme as it feels almost impossible to control the player character thanks to the immense turn and walking speed.
Other than that, looks nice and is also quite funny
Hah that's a cute game. Loved it.
@rolferm No worries. I'll check it out now :)
I'm bad at the controls but it looks cute. Would love to pick up the baby but i manage to always get stuk on the wall...
I think the idea is really fun, but the controls leave a lot to be desired. They made it harder to enjoy the experience of the game itself. Nonetheless, great job on finishing a game this quickly!
Very hard to control from this perspective... Nice graphics, bizzarre ninja there...
challenging controls.. i was disappointed i couldn't get to throwing the baby out the window lol
Super fun, and hilarious! Honestly, I think the control scheme contributes to this game a lot and makes it much funnier to play- almost a comedy of errors as you try to throw this ridiculous stuff out the window. This game's real Achilles heel, in my opinion, is the fact that the whole game resets every time you die. I wish it just reset you back by one item or something, because in the end it just got too frustrating to have to restart every time, and made the controls feel more limiting than funny. Overall, though, good stuff- great concept, funny, cute art, and really impressive that this is in your own engine!
I played the game without reading it's name and I was impressed about the criticism on the modern trend for household robots. I guess I was wrong. :sweat_smile:
The game really suffers from the clunky controls. Either better controls or more space to maneuver could help the game a lot. Also I'm glad that I've read in @nikola|s comment that the baby remains okay and healthy. I was a bit concerned about it.
I like that you use the assigned tasks to enlarge the playing field by making the player remove the door.
Hey! For me the movement is weird and cluncky (I could only steal wallpaper all over the room xd) but idea is cool.
@gagapete, actually, that is a much better story for the game! I wish I had come up with that.
Sorry about the clunky controls! I tried to come up with something better, but that broke everything, so now it's tank controls >_<
As others have said, controls could be better. But I like the 3D environment, it has a nice charm. :)
Cool little game and nice graphics! As others have said, the controls get in the way quite a bit. Fun entry!
cool concept, cute graphics, god awful to play unfortunately. a more conventional control scheme would go a long way to fun. But it was funny and cute, and thats worth a lot!
This was a pretty fun game, once I started to get better at it! The farthest I've made it so far is losing to the third wall art to throw out.
I think my favorite aspect of the game is routing. For example, first I would always take the closest chairs first. But later, I realized it would probably make my life easier if I were to take the farther chair for the first chair requirement, and then take the three closer chairs for the triple-chair requirement. Similarly, I later decided to pick up the coffee cup off the table for the second coffee requirement, as that made the coffee-and-dog requirement easier.
This game also made really good use of the theme, in my opinion. There is a very direct "every 10 seconds" gameplay element, but it isn't annoying, and, crucially, it rewards you for getting better--there isn't just a 10 second deadline for every action, but you actually build up a budget of time by being faster earlier. This is what makes the routing so fun, I think.
I do think a nice quality-of-life change would be to, say, draw a highlight if you can successfully pick up an item (and if you can successfully throw it out the window). I lost a couple runs to the first "pick up the person" requirement, as apparently you are only able to really pick them up by the legs.
Of course, if there was such an indicator, it would make the game easier and, more importantly, it would lose some of the inherent riskiness in pushing the "pickup" button when you don't actually know whether you will succeed. So perhaps a better change would just be more forgiving hitboxes on the humans in particular.
Either way, I do think this game is actually quite fun to get good at. It is very satisfying to successfully execute a route that you have learned and make real progress. I think the intrinsic difficulty in the controls, combined with their determinism--and so repeatability--make this happen. It is difficult to just pick up and start playing, but it is possible to get better at the controls, and it is satisfying to execute them well.
P.S. I think it's pretty cool that this is all made in a custom engine. :smile:
Love to see a game made in lisp, very cool. As others have said, controls are pretty tough! That said, loved the graphics and animation style, quite charming. Could be pretty fun!