unidaystudio 2023-01-09 20:02
Nice entry! Just a side note: I think that the hitboxes are a bit off... I found myself dying (or missing some attacks) when I don't think that I was suppose to.
Foon → Ludum Dare Explorer → LD52 → Consumption
By chaos-1001 and tris
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 578 | 3.23 | 38 | |
| Fun | 471 | 3.26 | 38 | |
| Innovation | 576 | 3.00 | 37 | |
| Theme | 704 | 3.05 | 38 | |
| Graphics | 287 | 3.86 | 38 | |
| Humor | 536 | 2.54 | 35 | |
| Mood | 533 | 3.23 | 38 |
Nice entry! Just a side note: I think that the hitboxes are a bit off... I found myself dying (or missing some attacks) when I don't think that I was suppose to.
Really like the graphics but had the same issue as UnidayStudio. The hitboxes felt a bit too big for the character. Slightly small hit boxes whilst not accurate to the art would have felt nicer to play.
Pretty cool concept and a lot of fun! Altough I don't think the UI showing gem count or health is displaying properly for me unfortunately.
Very polished game, really liked it. The sounds, graphics, game play everything felt top notch. Never thought that people will be making this much polished game in just 72 hours. Good job guys :thumbsup:
Nice little game, congrats ! The feeling is good and the graphics are neat. The only things I could say is I didn't understood at first that TP could kill me xD.
I liked the animations and the art, but the gameplay feels a bit clunky
I got stuck on the first skull, it didn't want to die or get consumed.
Controls are a bit clunky to use but I do love the art style and sounds!
Same as Pe7e, got stuck on the first skull, unfortunately. Tried a few times to no avail :(
Intresting game, a bit unclear, but reminds me of the old zelda games for snes!
The graphics are really good, you guys knocked it out of the park there. The gameplay, though, I feel could use more *oomph*. Since combat is so important, adding some more flair to attacking and getting hit might make things feel a lot better. Knockback, particle effects, all that good stuff. I also found the consume ability was cool in concept but kind of hard to use. You had to position yourself just right to not get hit, and actually using it wasn't super satisfying beyond the knowledge that you wouldn't die as fast. My thought was it could be neat if you had it pull enemies towards you, like an actual vacuum effect, so you can do it from further away and have it add more gameplay opportunities. That said, those are just my thoughts, whether you implement anything I mentioned is up to you guys. You've got a pretty solid foundation, though. Good luck on whatever you do next!
@sciman101 Thank you for your detailed feedback! Adding particles, and other polishes to the gameplay were definitely planned but was unfortunately a little outside of our scope. The initial idea for the consume was actually to pull and grab the enemy to "suck" its lifeforce. Unfortunately, this too, seemed like it would not fit within our scope and opted for a simpler implementation.
@tris That's fair, you guys still did a lot within the time limit. If you ever expand the scope beyond, I'd love to see what you do!
I had fun with this one. I think you did a great job explaing the controls to the player in game. I was a little confused by the first portal in the first room that seems to just kill me. Cool entry and I like the cover art
Actually, your cover pulls me in, let me try your game!
Mechanics are solid here, though some little balancing work could be done. I did not had issues with hit boxes as other had though. Might be just that I don't usually play too much top down games.
I think it might work better as a "restart from same room you died" kind of game. Every room is hard enough to be it's own level, and it gets tiresome to always run from start, especially as enemies respawn. Shop room could be its own menu or something, so no need to run back and forth.
While not exactly transparent in execution, there is some effort of teaching player mechanics, which is big bonus.
Base mechanics can be enjoyable, but lack of information doesn't feel great (like player HP). I did enjoy the art-style and snappy animations.
Cool idea! It took some getting used too though. I recorded myself playing the game to give maximum feedback. (And I also got softlocked at the end of the video, so I really hope this video helps!)
https://www.youtube.com/watch?v=n2ZMVqi0jWc
@100th-coin Thank you so much for sharing your footage with us! It was very helpful to hear your thought process. That you're not able to heal from enemies you one shot is part of the design! However, enemies having the same amount of hp from level 1 till the end of the game is not 😅. The softlock is fixed btw! A bug caused by some last minute changes, the usual suspect haha. Thanks for playing!
the game overall felt fuun, however the coins are literaly useless in this game and some music would be nice, other then that i had a ton of fun playing (died a couple of times lol) KUDOS
Hey, thank you for the game! The opening art is really good, and the idea that you lose HP until you kill all the monsters was neat!
One thing that happened to me when I played the game, is that I upgraded my sword too much, so the monsters died in one hit, and I couldn't recover my HP anymore! :scream_cat:
I really enjoying fighting with the enemies that shot things from their mouth. Cheers!
I really like the cover art! And nice to see another zelda-like too :) Unfortunately I couldn't get very far, because I kept dying in middle point the second dungeon room without any visible reason.
Super polish art I really like the drain mechanic, though I could not buy everything as I one shot enemies, be nice to upgrade consumption to can health from weaker enemies.
really enjoyed this well done and congrats!
Very interesting game mechanism. Adventure in the dungeon is always exciting. But the death penalty is a little bit high. It’s challenging for players.
The graphics and mechanics are definitely quite advanced for a jam game. I felt a bit constrained having to walk forth and back between rooms to heal. And the more expensive blades killed enemies instantly which made it completely impossible to heal by anything else than the enemy in the first room xD But I had fun
Thanks for submitting your game on the stream! Here’s the start of your game if you wanted to re-watch initial thoughts youtu.be/OTjgGbVpf7g?t=12870
Sorry that the sfx were desynced on the stream, watching back I can see what you meant now but when I was playing the sfx were in time with the animations. Couldn't figure out what caused that, sorry! Enjoyed playing, nice work!