crashbashash 2023-01-10 02:56
Love the design of this game. The concept has a lot of potential. The melee felt a bit jank and the audio when collecting those glowing orbs is a bit too loud. Otherwise great game.
Foon → Ludum Dare Explorer → LD52 → Dead End Job
By fatpenguin and angiemon
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 103 | 3.96 | 30 | |
| Fun | 123 | 3.89 | 30 | |
| Innovation | 409 | 3.28 | 30 | |
| Theme | 86 | 4.23 | 30 | |
| Graphics | 29 | 4.53 | 30 | |
| Humor | 91 | 3.77 | 29 | |
| Mood | 95 | 4.03 | 30 |
Love the design of this game. The concept has a lot of potential. The melee felt a bit jank and the audio when collecting those glowing orbs is a bit too loud. Otherwise great game.
Nice game the aesthetic is so nice and the gameplay is soooo polished. Well done
Great game!
AWESOME! The graphics and audio, and overall presentation are great! Gameplay was fun, but it definitely needs a bit of balancing, since I was able to 1-hit kill everything while moving at the speed of light by shift 4.
You guys even added a whole intro dialog and everything. Really good job with this! Give me an @ when you release the rebalanced version so I can try it out!
Really cool game, I loved the humor :) Graphics are nice. Fun to play. After a few shifts the speed bonus felt like a downgrade, since I started running into enemies by accident. It also made collecting orbs more complicated.
@crashbashash thank youuu! We like it too ^____^
@dramonsa aw, thanks! we too thought we improved, although the game itself can be way more polished, especially the balancing, ahhh 🙈
@taikinaaa thanks! :)
@ale thank you so much! I kniw right, it's pretty horrible 🙈 admittedly not a lot of jam time was spent on balancing (and then something was changed so that was pretty gone too haha) I already added a bunch of stuff and balancing in a newer version before but it's still not too great, I'll definitely let you know once it's gotten better! :)
@labete I know right? Balancing aaaaalways gets the short end of the stick in the jam version, at least that's the case with us, gaaaaah! Thank you so much for playing and the nice review ^.^
well done! Love the art in this one, very cute. Some audio mixing issues but hey, overall great job!
Cracking job - incredibly polished graphics and audio, slick gameplay and controls and a cool upgrade system. A really good submission!
Hard to aim in the game a bit, could've helped if the player turned to the direction you hit with your scythe, but it was still a very fun experience with good graphics and aesthetics!
Holy crap. As soon as I saw the menu I knew this game had some serious talent behind the graphics. Everything was rigged and animated very nicely.
I played on a controller, and this could absolutely be an issue specific to my controller, but my character kept flicking opposite directions than I wanted. As if there was no deadzone. So if I was kiting away from enemies to the left, then pressed right to do the attack, but then let go of right, I would flip and end up attacking left.
It didn't detract from the experience as a whole, still had a nice difficulty that lets us experience all 10 shifts without demanding absurd skill, just maybe something to consider for next time you do controller support. Though again, that could be specific to just my controller.
The audio was also fantastic, from the sound effects to the perfectly fitting music that got me in the mood to harvest some souls. Thank you for making this, I truly did have a fun time with it. Well done.
This game looks so cute! I wish I wasn't at work right now!
This game is freaking incredible, lol. It looks great. It sounds great. It's fun to play. You got the theme too! I approve. :thumbsup:
cool reaper jam entry, not the best but is a solid one, feel a bit unbalance but it is good enough for a jam entry. reaper harvest soul, is kind of classic. Having said all these, the graphic and mood do stand out, set up pretty good, nice! having a fun time playing it, once die in the 10 waves accidentally stuck in a corner, damn!
Very nice game. Well polished with awesome art and audio!
Nice looks, good music too! The super-slash had a very satisfying look. And it's always cool to see a progression system -- it's fun to see a number go up :D.
Very nice. The graphics were awesome and its a very polished experience. Many of the things I was going to mention are already fixed in the post-jam version, but there are a couple of things left: A wave counter or something on the game over screen would have been useful as a target to beat next run. Some UI elements are off the edge of the edge of the screen on my 1920x1200 monitor. The controller needs a dead zone, the character would always face up whenever I stopped moving which made things tricky. I found the keyboard controls harder despite this though. Also I suggest you change your links to end in `?dl=1` as that will make them direct download links rather than opening the zip file in dropbox.
Wow! This game is quite polished, almost a commercial game, just requires minor tweaks. Difficulty and currency needs some balancing. Also, I would prefer attacking on mouse direction, it would feel much more natural. Graphics and the sounds set such a perfect atmosphere. The characters are adorable! And a bat sidekick as a lantern!? Oh, the irony! :smiley:
@hulya thanks for playing! Ha, didn't even notice that! Accidental side jab :D :D
Ohhh, the mouse direction hit advice is really awesome, need to give it some thoughts :O
and yes, shop is definitely on the to do list, but would have been too much work for the "weekend version" :D
Incredible design! I love the main character!!
An extremely good submission for a jam. Controls, visuals, movement are great. I would recommend to increase camera angle, as it doesn't feel right for a top-down game. In addition, it would be great to give player cheap upgrades after firs couple of shifts. Lastly, UI visually looks great, but it's hard to read the information after shift.
Not too shabby! The visual presentation is quite nice for this game. Great character design, some really impressive modeling and texture work. It's quite satisfying to see how much currency drops if I'm able to time my attacks well, which can be a challenge, since the majority of the time you're trying to run away from the enemies, which creates a very specific rhythm of:
- run away from the pack - turn around when you have enough distance and hit attack so that by the time the attack happens, a big chunk of enemies are within attack range - rinse and repeat
The only significant complaint I have is that the attack is a lot less effective than it looks. The swing of the scythe is a lot larger visually than the functional range of the attack. On top of that, the swing takes a good while to actually come out, which leaves me feeling a bit frustrated every time I attack, but once I found the rhythm, it was pretty easy to end up with way too much to spend (in the jam version at least).
Overall, a pretty fun experience, even if it's a bit unbalanced. Nice work!
I really dig the art style! The gameplay works well on controller, but I had to use the mouse for the menus. The music and sound effects are great. Some audio feedback when I'm getting hit would be a great addition, as I sometimes didn't register the subtle visual effect. Overall, great job! :smile:
Really impressive job! I loved the animation on Greg (a whole lot of character), and the start menu was very immersive.
The concept was really fun. Hacking through enemies and buying upgrades is a solid loop! The jam submission lacks a bit of polish in some key areas. For example, there was a "There you are" dialogue box that would pop up at the start of every shift and was impossible to dismiss, blocking the view somewhat. When the souls died, I feel like having some more feedback (little explosion or sound or something) would have made it more satisfying. Also, because the enemies simply wanted to advance forward to hit me, but I had to turn and face them to swipe, trading blows felt inevitable. With some balance, I think combat could be even more strategic and satisfying!
All in all, I think you got a whole lot done for a jam! Congratulations!
UPDATE: I played the updated version, and I see some good improvement! That shop menu is now *chef's kiss*. I can see you up'ed the prices some, which probably does a good job of drawing the game out. The bat's fireball is a nice touch, as are the damage numbers. I still think the combat problem exists, even though they advance pretty slowly at first. Here's a shot of a horde following me -- I figure you are trying to balance the shop prices by giving me plenty of enemies to hit, but at this point it's hard to get my edge in!
Untitled.png
Big fan of the game and hope the development keep going. A 3D especially is always super impressive in these and especially when it has a clear vision. I'm writing this review after playing the jam version so I hope to see improvements and some bugs fixed in the PostJam. :smirk:
Finally came around to trying this!
Wow, a lot of work put in this entry: modelling, animations, sounds, various buyable modifiers and buffs, not to mention you have sequences and and witty dialogs.
Not much for me to add here. Well maybe except the gameplay flow: * The intro is quite nice and progressive * But enemies or rather number of them ramp up quite fast, and most of the time I found myself running away from them turn to turn back and land a hit (hoping, it will be enough to kill them and my range is good enough to hit them). Which I think is a rather common problem for horde (zombie) shooter gamers also - most of the time you run away from them, to get enough time to empty your clip (or all attack) into enemies, as they have tons of health. Maybe it's worth doing some kind of twist here? For example merge many of same monsters into one single one, but slower? * Some kind of dash would be really helpful here - invulnerable-dash through the enemies and/or away from them. That would let player to keep better pace in combat. * The shop upgrades seems to be fully random? That might be a problem, I could not buy anything in first two-three shopping sessions, which I think made me overall weaker than expected monster number scaling? * The `rock paper scissor` logic and `power slash` were quite hard to wrap my head around first time. Maybe two extra levels with explanations for each mechanic would have been nice.
Overall really great game. Also, the lantern-bat is adorable :slight_smile:
Finally got to playing this, just in time to rate before the rating period ended! - I played on the jamversion :)
Pros: - The controls were very smooth, responsive. - Even though the audio you used wasn't yours (I believe?), y'all picked proper audio to set up a nice mood fitting to the game! - Adorable graphics, cute models, nice animations. - Puns, there were puns! - Overall, good/polished looking game!
Things that could use some improvement: - Unfortunately, as others have mentioned, I ran into the issue where gameplay became somewhat stale; it became a matter of running away from hordes of enemies, to then turn around and quickly strike once, then rinse and repeat. - I felt like there was a little bit of a wind-up time to the attack, which didn't quite feel in place with the rest of the gameplay being somewhat fast-paced. (Basically, after pressing the attack button there seemed to be a little delay before the damage actually came through, which is perfectly fine, but when the rest of the game keeps going at a pretty high pace/no breaks/rest, it can feel a little rough around the edges here).
Glitches(?) I ran into: - Dialogue box (while scrolling through it), kept clipping to a different position. - During dialogue I vaguely saw the x-box controller Y-button clip into the corner of my screen here and there, decided to press it - skipped all dialogue (I couldn't see what the button would do, it just showed itself a little bit in the bottom left corner of my screen every now and then haha). - After the previous point happened, I got into the game, and the bat's dialogue box never disappeared. It was there throughout the rest of the game. - Sometimes when I was walking into direction x, then got to a stop and attacked, I would randomly turn and attack in direction y.
All in all, a very cutesy and nice submission! Great work!
@crashbashash @dramonsa @taikinaaa @ale @labete @ben-lusted @alex-de-la-cour @trraim @mhorth @ninnec @stephenwhoskins @eggshelldog @spyranteros @tygrak @someone @hulya @ginxel @tricky-fat-cat @artsyomni @hybitous @hawkin @edgeboyo @bloodycoin
Hello friends! :)
Forgive me for tagging you in what feels like something that happened a million years ago, but we've been working on this in our free time and just uploaded and Alpha Build, if some of you are interested :)
Still nowhere near done, but a lot has happened since the jam I'd say :)
If you feel like it, we would love fr everyone to try our little game, also would tremedously help Chris with his Master Thesis! (Bonus Karma points if you click on "Feedback" in the Main Menu :))
Cheers guys <3