team-gaivot 2023-05-02 05:13
Got an error message when i tried opening both windows versions D:
Foon → Ludum Dare Explorer → LD53 → Second Piece
By brovovar
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1217 | 2.44 | 21 | |
| Fun | 1227 | 1.92 | 21 | |
| Innovation | 906 | 2.97 | 21 | |
| Theme | 1073 | 3.18 | 21 | |
| Graphics | 919 | 3.07 | 21 | |
| Audio | 520 | 3.30 | 20 | |
| Mood | 496 | 3.63 | 21 |
Got an error message when i tried opening both windows versions D:
@team-gaivot I'm sorry to hear that. Will think what I can do with it.
Just for me to know: did you unpack the archive?
Very moody game. Loved how you had to choose between going faster or seeing things. However, the game is apparently too difficult for me as I kept dying to the first few monsters. The atmosphere is fantastic though and the fact you used a home made engine for this makes it even better.
Loved the music and the art style^^ I had some problems escaping the monsters but once i got the hang of it, really good game^^
Hey there! I'll start off with the points I liked.
I think making the genre horror was quite a unique idea. The mechanic and theme of the box was interesting, regaining / losing health based on whether you're holding the it is a fun idea. Performance is perfect, I have no complaints - the reference to Mario at the end was funny, if a bit out of place.
Apart from that I'll be honest, this game was quite tedious to play. Every time you start the game you are met with an unskippable cutscene and about a full minute of very, very slow walking down an empty road. This seems like an attempt at building atmosphere, but really only serves as a barrier for attempts of replaying after dying.
I died in my first two runs against the first enemies because I didn't realize you could put down the box to walk faster. (this can be communicated to the player a bit better, for example by having them walk around a bit before they pick up the box, as opposed to forcing them to pick it up in the first second and never allowing them to see they are able to walk faster).
After dying, the game closes completely and I get sent back to the desktop. At this point I was already contemplating just skipping this entry, but wanted to give it a chance until I at least got a better idea of the full game.
After figuring out the box mechanic, I died to the enemies half a dozen more times, each time having to open the game, watch the cutscene, walk down the entirety of the path, and get killed by the enemies again. Their placement could be improved, right now dodging them is a frustrating endeavor of maneuvering weirdly and very precisely.
This game needs quite a lot of polishing, but I think with a lot more time it could turn into something fun. But right now, frustration is the main emotion you feel when playing the game. I hope some of my points were helpful, I wish you much success on your game dev journey going forward!
@panpukin hey! Thanks for finishing the game despite everything. Appreciate your detailed feedback.
Cool to see a home-made engine!
I did manage to beat this game on my third try! I'm not really sure how, though. It seemed like it had something to do with where I was looking? I feel that having multiple tries usually diffuses the tension of moody games like this. The lack of clear directions suggested it should take multiple attempts, but the slow opening and the fact that the game closes if you lose make it seem like it should be completed the first time. Definitely the strong points are the audio and lighting. And doing your own engine certainly seems impressive.
SCP?
@fuzzybut thanks for playing. I see now that making the game close itself every time you lose was a mistake as the intention was to add some exploration details into it. Not sure which way you beat the game as there are several options.
@docstep I just googled what SCP does stand for. I don't think this game has anything to do with it.
Loved the music and the art style. also you used a home made engine which is a big respect