azel-wkr 2023-01-09 21:25
A great idea, I think with a little work in level design or procedural maps, it could be really fun !
Foon → Ludum Dare Explorer → LD52 → Fairy Fang - The Tooth Harvester
By boostas, Orinta and Diana Shuke
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 563 | 3.25 | 37 | |
| Fun | 476 | 3.25 | 37 | |
| Innovation | 778 | 2.39 | 36 | |
| Theme | 726 | 2.97 | 37 | |
| Graphics | 486 | 3.44 | 36 | |
| Humor | 432 | 2.81 | 32 | |
| Mood | 584 | 3.11 | 33 |
A great idea, I think with a little work in level design or procedural maps, it could be really fun !
@azel-wkr thanks! Absolutely agree with your points. I have a few ideas myself, and might be reworking this into a full-fledged experience.
Art decisions are pleasing, especially the cover. It reminds of good old classic artstyle of early 00s, pretty nostalgic, haha. Idea is not innovational, but working good! Easy to understand and easy to master as well. It was kinda fun that in the end you can level up your damage so much, that it kills the rat boss almost from one shot. :D Wish there was more content, good luck with the further development if you're planning to work on it some more!
@furraran I am glad you liked it! My personal favorite upgrade is the fire rate increase - laser beams for life!
Very interesting design for quick dungeon fight, I believe it could have been done better with more time, especially after defeating the big rats to increase the rate of fire to an unnatural speed, but unfortunately the level content is less.
1. I believe there would be more motivation if we could see upgrades in attack, rate of fire, etc;
2. The beam always disappears further in front of the rat and the feedback from the hit is not obvious.
@sheng-mai thanks for the feedback! You're absolutely correct, with more time to polish we could've definitely made the levels more interesting / challenging, as well as, iron out a few bugs and inconsistencies. Thanks for playing!
I have hard, also really good game!
Really nice art style. I become an unstoppable tooth collecting machine
Well done to the team! Solid Entry for sure ^_^ Such an interesting interpretation for "Harvest" :)
Very funny game! Bullet hell is awesome! May be add cards with skills?
mmm diablo vibes
nice atmosphere and beautiful stylized graphics, sweet dungeon
fun upgrade system where you can really precisely choose what to improve! i enjoyed maxing the RATE OF FIRE and kiting the enemies
also nice strategic thing that you can upgrade your max health but also you have to pay separately to heal it back to max
i would love some more challenge for the late game and more randomized levels (even if not fully procedural) would really make me spend a long time with this game
nice job!! :two_hearts:
you did a lot of work and seems like with some small tweaks it could be turned into a serious production!
the cover art and the name def catched my attention :D
93lM7jSmqm.png Now I am become Death, the destroyer of worlds.
I like the tooth fairy angle and the cover drawing. The upgrades make it satisfying to shoot (specifically rate of fire is the build I went for), would just love to see a bigger map or random maps!
The game is pretty fun, but there is a lack of content. If you keep working of your project I will check it ^^
I like fairies, and hate mice, so this game was up my alley. That said, some hit feedback (both given and received), both visual and audio would be nice. Also there's a bug where teeth can fly out of bounds, especially if an enemy dies near a wall.
Great game!
Projectiles per second OP. 😄 Funny to just have a solid stream of death in front of you, though. Great art on the title screen. The lack of a game over makes popping back to the main menu a bit abrupt/unexpected, especially since the enemies don't have attack animations. Understandable with the lack of time, though!
Thank god i saw @jitspoe 's comment before i played! The attack speed upgrades made it smoooooooth sailing! Great entry :D The art on the title screen was amazing haha
The game is fun (I wish there was more of it); "Harvesting teeth" is a great interpretation of the theme. The graphics are pretty. It is satisfying to pick up the teethes; Overall a good game! Well done!
Fun game! I only miss any indicator (visual or sfx) of "hit" effects. Overall, great game!
Loved the unusual premise and the assets that were in place. Once I was overpowered, I started making serious money I mean teeth! :grin: If you're curious, this is was my experience with it: https://www.youtube.com/watch?v=dnWqmLOzSps
@triangle-point, @hfsevans, @dawnreaver, @timur-bahadir, @taikinaaa, @blue-pin-studio, @she-wrote, @iesnihs - Thank you all for playing and all the kind words! I'll make sure to play your games once I find a bit more spare time! :heart:
@ukirain, great idea about the cards, I am thinking of a mechanic right now where you can have two more spells that you could switch out if you wanted in some shop/hideout area :bulb:
@cannibalgirl, Diablo certainly was a huge inspiration for this game! It's a shame our team was a tiny bit small for us to implement randomised levels, as this was an idea at first, but very quickly discarded due to the lack of hands and time. Thanks for the feedback :two_hearts:!
@eddrw, @diana-shuke will be satisfied to hear that you and all others found her cover art lovely! Very useful feedback regarding bigger maps and randomised levels - that's something we will certainly bring into a more developed idea of this game :paintbrush:
@deepfreeze I am glad we managed to scratch that itch :D I absolutely agree that there is a major lack of polish in the game - that's something we're hoping to solve in the next LDJam (or GGJ) as well as by further developing this idea. :rat:
@jitspoe & @luhuchiha - Projectiles per second are my favourite too :D Yup, the game lacks a lot of "juice", I'll make sure to do my research into similar games of this genre to get some inspiration/ideas. :books:
@philstrahl, Thanks for playing and sharing your ideas and tips! I'll make sure to name the executable the same name as the game, next time :D I've played quite a bit diablo myself, but clearly not enough to notice the small things such as screen-wobble on heavy hits etc. Lot's of interesting insight from your video, seeing you play, thanks for sharing! :v:
Nice entry, this has well themed, consistent graphical art direction. Smooth mechanics. Well done.
Few thoughts while playing, most likely will echo others here: 1. Since you have pickup sounds, it makes so much more apparent, that you are missing shot/hit sounds :sweat_smile: 2. With enough `projectiles per second` upgrades bought, in my experience [this song](https://youtu.be/9J9haehfQeg?t=22) song works really well (or at least a remix/remake of it) :joy: 3. Would be nice if I could purchace my `projectiles per second` by holding down the button, rather pretending to be autoclicker :wink: 4. While huge numbers of projectiles are cool, maybe it would be worth adding some resource, like **mana**, or similar, that uses up as you attack and recharges as you run? 5. The choice to have fully top-down game is interesting, since you lose most of the charm from the 3D main character model. Maybe 3rd person camera up high in the ceiling would have been better? hard to say. My point is, you are, sadly enough, not showing off your art to the fullest. 6. It seems you are doing tooth pickup check using `OnCollisionEnter()` instead of `OnTriggerEnter()`. While it works for the pickup, it also has side-effect of registering collision in the physics engine and stopping your character for a few frames. It is more noticable as there are more teeth in one area and you are trying to walk over all of them. - More proper solution would be to have collider for collision on tooth root prefab, and a child gameobject, that would would be set to register `OnTriggerEnter` (colliding only with character layer) with a bit bigger trigger area. (Or maybe root is the trigger and child is the collider, would have to check :sweat_smile: ) That way teeth would still be affected by gravity and wouldn't fall through the floor. And the character would first enter trigger area, where you can award points, disable physics for the main object and eventually remove it. 7. The boss rat seems to get stuck if any line from boss sides are hitting wall before character (or is this `box/spherecast`). This makes it very easy to bait along the wall, make it stop moving, and just kill it. I would suggest in such case (hitting wall first / cannot find target) also do two raycasts to the sides, to see which wall is further away, and then try moving in that direction for few frames. It would look like the boss rat is smart enough to circle the player around.
All that said, great job, especially seeing this is your first Ludum Dare. Looking forward to what you make next :thumbsup:
Also, very pleasing glow effect on the projectiles :slight_smile:
@bloodycoin thanks for playing and increadibly thorough feedback :heart: Agree with everything you said here, originally I was going to use navmesh for rat navigation but I didn’t have a pro version of unity and didn’t want to even attempt to implement A* in such short time :D Teeth collider situation certainly lacks polish, there’s probably a way to ignore collisions for a certain layer. All round good ideas which I will absolutely consider in future games :tada: