arficord 2023-05-02 11:27
Hard to escape screen edge trap ;<
Foon → Ludum Dare Explorer → LD53 → Sky Package Assault
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1150 | 2.80 | 20 | |
| Fun | 1160 | 2.55 | 20 | |
| Innovation | 1188 | 2.36 | 20 | |
| Theme | 1194 | 2.50 | 20 | |
| Graphics | 646 | 3.61 | 20 | |
| Audio | 700 | 2.72 | 20 | |
| Humor | 1 | |||
| Mood | 1015 | 2.94 | 19 |
Hard to escape screen edge trap ;<
Fun little game! Gameplay was a bit hectic, and I didn't understand most of the deeper mechanics, but movement and shooting felt really solid. I also didn't understand quite well how it fit the team, but it was a fun little play!
Decent, I didn't really understand what was going on or how it fit the theme, but the polish was nice.
these kind of games are so hard for me :laughing: i couldnt make it to the end, but i really enjoyed sounds and music tho!
The controls are inconvenient and don't feel responsive. The music is ear-piercing. But I liked the glitch shader. I appreciate your script with its two thousand lines, but please don't scare me like that again.
The Arrow seems to be the most important thing because there isn't really any Map-Layout, if I go up and down again I am at a completely different place.
Suggestions:
- reduce the UI to an absolute Minimum - make the player controlls less floaty - reduce recoil - somehow explain that the map isn't a map or make the arrow flash red when not going in the correct direction - make the enemies more relevant by making them block the players path
Despite seeing points of improvement, I don't think it's a bad game. It was interesting for me to find out different mechanics - but that might not apply to everyone.
Questions:
- Killing enemies doesn't give any points, right? - Is the rectangle in the top left corner is a health bar? Taking hits doesn't seem to shrink it. - Does the red circle give more points than the green one? - What's the Boost for?
Was wondering what were the deliveries the description mentioned until I noticed the arrow in the top right corner ! Overall fun game.
My remarks would be :
- Make the objective arrow more obvious, and also make the consequence of not following more obvious.
At first I was just randomly going from room to room and randomly found delivery spots, I'm not even sure following the arrow is necessary or not.
- I think there's too much stuff spawning, be it pickups or enemies, I'm constantly picking up/colliding with stuff whether I want it or not, which made each element less impactful.
Bullets would get lost in the pickups, I always have all the pickup types around me so no reason to flee and find another room with what I need, you don't really notice how much you're picking up because it's so constant too.
- It felt way too easy to get knocked off the side of the screen and go to a different room, and since even if you come back the room is regenerated it really diminishes the motivation to clear a room.
You don't gain anything by doing it, it's kinda tedious to have to get some speed before shooting to avoid changing room, and combined with the amount of stuff spawned in such a small space you're bound to run into stuff.
So I ended up just passing by enemies, as that also doesn't have a consequence, and staying at the edge of a screen allows to swap room every time you're in danger of being hit.
- Less important but the volume was extremely high for me, I would appreciate a lower default volume, or a slider/button for it.
Despite that the audio is pretty cool, I liked the music and the retro vibe of the SFX.
I liked the style a lot and thought the music and art came together nicely. With this kind of game I assume it's going to be acceleration based (so W to go in the way you're facing) so the controls felt very odd at first, especially considering shooting pushes you back, but I got used to them in the end.
Coherent design, it tooks me times to see th arrow but after that it was nice. I have the impression that by collecting bonuses my character moves less and less fast...
However very good retro vibe well done
Controls were tough for me! The insane knockback on your own shots was hard to play around, especially since movement was fixed instead of relative-- I kept trying to hold W to move toward the aim, due to a lot of similar games tying movement to your cursor. The screenwrap was strange as well.
I liked the pixel art and the upgrades were very generous.