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DELIVERATOR: Dual-Wielded Action
DELIVERATOR: Dual-Wielded Action
By netrunner-nobody
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 354 | 2.97 | 24 | |
| Fun | 313 | 2.95 | 24 | |
| Innovation | 92 | 3.72 | 24 | |
| Theme | 395 | 2.45 | 24 | |
| Graphics | 334 | 2.90 | 24 | |
| Audio | 220 | 3.15 | 24 | |
| Mood | 224 | 3.19 | 23 | |
Comments
Really interesting try! I was getting some freezing. Tell me, do you have shaders on your enemies, and are you using the material = material.duplicate() trick on those shader materials? I'm asking because if that's true, and if you're passing true to the duplicate call, it's avoiding the new shader cache. I had a similar issue until I fixed it. I followed you on Itch, would love to see this PoC expanded into something pretty cool.
For me it was kind of hard to see the game, it's dark but also has a lot of moving colors, and when you rotate around it made it even harder. Seems like a nice interesting concept, but the visuals made it tough for me at least. Aside from that it is pretty fun, I love the music it's bopping, but it does not loop after about a minute and a half in. And my favorite thing is the little grumble noise everytime you shoot.
The constantly moving visuals definitely make the game harder, but are a large part of what make the game work, in that it requires slightly more than a reflex of shooting anything that moves for success.
Glad you enjoyed the game!
NGL. I kinda like the camera movement and the mood of the game. Maybe the flashing lights in the floor are a bit too much, but bearable. Music is very nice.
Very unique controls. At first when the game started and it was a complete top-down perspective I thought "well this is awkward" - but when the game started and I could see how my hands were positioned I realized that the camera angle played in perfectly for the type of game that you wanted to make. The rotation, music, flashing squares, and guns feel perfect for a wild setting.
guin36
2023-05-02 03:26
I appreciate the unique take on the delivery theme. The snippet alongside the game story gave me a real hotline miami kind of vibe which was very cool. I think I would have liked faster fire rate and more enemies.
Also the line "Kindly refrain from getting blood on the pizza boxes" goes hard af
ollie-d
2023-05-02 21:57
Solid sountrack! I definitely boppin my head haha. I liked this proof of concept! I tried to rotate as little as possible since I found it was the hardest thing to control, but I like the dual aiming concept. Voice effects were great, and the enemies were giving me huge minecraft Steve vibes lol
very interesting idea and once i got the hang of the mechanic it felt good. i was starting to feel like joh n wick. thanks for making the game
raivk
2023-05-04 11:56
Interesting gameplay idea, deserves to be used in a more fleshed out game! You definitely should explore it further more! It could be really good. It's good as it is, but it could be even better!
yumykon
2023-05-05 01:12
The gameplay concept is very interesting, I didn't take long to adapt to the two guns, and I think the aesthetics in general, with the music and flashing colors, combine very well! I just felt that sometimes the sensitivity to rotate the character is a bit high, and when the character shoots, it rotates a bit to the side, which sometimes made me not have as much precision in the shots as I wanted. In one of the my runs, I was doing well but at around 8 minutes the music stopped playing, and I got sad and ended up losing my flow and I lost at 7:08 (╥﹏╥)
Anyway, congratulations on the work, your game turned out great and I believe you were able to capture and convey the interesting vibe and gameplay with two weapons the way you wanted to! (◕‿◕)♡
I admire that you persisted with just one game mechanic, these types of games are the most challenging to make. I really enjoyed what I played, it's extremely difficult and addictive, and I like that you can move with both AD keys and the mouse. It's also interesting that you based the game on a book that's somewhat connected to the theme. I think the player's movement accuracy could be improved a bit, but overall great job! :D
@yumykon thank you so much!!
the music bug really grinds my gears a lot as well, as i feel like it punishes people who really try to engage with the game and get good at it. i really wish i was allowed to edit my code after the 48 hour mark ,but alas. still, some small part of me - maybe the copey part - does sort of think it's cool that at some point the music shuts off and the massacre your on goes from being cool to creepy and disturbing
the sensitivity is definitely a bit high. i tweaked it back and forth a lot - but when i put it too low i created situations in which the player couldn't rotate fast enough to respond to an enemy, and so ultimately i erred on the side of higher than lower.
that aside, i'm really glad to hear you managed to both understand and enjoy what i tried so hard to convey!!
@gmstochetto @raivk it's definitely a lot harder to get people to buy into what you're making when it's something both esoteric and with only really one way of approaching it. that's why so many AAA games these days are action-stealth-crafting-puzzle hybrids, with the idea that they're all very familiar and that a player will probably at least enjoy some of what's on that list.
i do think a version that takes longer than 48 hours to write could be a good idea, although i'm skeptical that people will appreciate these kinds of esoteric controls in the long-term
Nice mood. You made great amount of work as for compo game! 5 for mood and GFX.