Foon →
Ludum Dare Explorer →
LD54 →
CASHBLAZER
CASHBLAZER
By jim-jagers
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 288 | 3.17 | 22 | |
| Fun | 302 | 2.97 | 22 | |
| Innovation | 254 | 3.15 | 22 | |
| Theme | 173 | 3.70 | 22 | |
| Graphics | 244 | 3.25 | 22 | |
| Humor | 82 | 3.31 | 18 | |
| Mood | 208 | 3.22 | 20 | |
Comments
rcxa
2023-10-02 00:36
I dig the commentary on DLC. That was a great way to use the theme to make a statement about negative aspects of the game industry. Audio and graphics are also fitting for the game. The main thing I'm having trouble with is the UI hiding the gameplay. It might be a bug but when I hit a "paywall" the UI element in the middle of the screen doesn't go away which makes it difficult to play the game since the player is also centered in the screen. Additionally the player can move below the UI element in the bottom middle which also hides gameplay and makes it more difficult.
@rcxa hi, and thank you for playing my game ^_^ yes the UI not dissapearing appears too be a bug, strangely enough the fade out seems too work just fine in the exe version of the game, i guess its just clickteam being weird. I made a small patch that should have fixed the issue.
xinux
2023-10-02 16:20
Graphics are endearing and make me nostalgic for flash games. Incredibly hard to control ship, which makes it hard to progress and experience the game. The best thing about this game is the fun way it adheres to the theme.
An interesting take on the theme.
Took some time to get used to the controls and the popup on the web version in the middle of the screen gets quite distracting. Also the super shot doesn't seem all that super when everything seems to die in one hit, and is harder to aim xD
This was great and absolutely hysterical. I also appreciated that death wasn't a full reset, you just have to pay some coins to come back. The overall concept is brilliant (getting the starting area "for free" and then buying the rest via DLC), and you did a fantastic job within the 48-hour period. Plus you freaking NAILED the theme!
============== SPOILER ==============
Plus, I did NOT expect that boss to be so epic! It wrecked me so hard lol, and then that second stage of it looked freaky as heck in the best of ways. Unfortunately, I got stuck in a death-lock where every time I'd revive it would kill me before I could move away, so I didn't quite finish it, but I had a good time with it!
binroot
2023-10-04 18:39
Who knew DLC could be this literal?
I love how massive the scale felt. Each play-through help different, so the replay factor is certainly there. I wish the DLC popup was less in the way - makes it hard to see which direction my ship is facing.
Keep blazing, Cashblazer :fire:
Yo, nice game! Art styles real cool, although sometimes I found the coins quite difficult to see.
This was a pretty cool game. The controls are pretty hard to get used to at first and also pretty heavy, but overall for only 48 hours the game was really well made I really like the way you implemented the "DLC" aspect. Good job!
Cool idea for the theme, and it had more depth to it than I thought it had at first. Good work, especially for a compo game. A fun way to use dlc as a game mechanic and was fun to play.
Uff, I was so used to having 5 coins for respawn, and then I collected 99 coins and opened the boss... and just died :(
Concept is interesting (free to pay), but gameplay wise I was kinda bored after collecting like 200-300 coins manually. I would've enjoyed it more with some upgrades or new enemies in different areas
And then I wound, that I can pay real money to play the game properly :) Boss fight was far more challenging than I expected, too.
❤️ for cat ending
I did enjoy that cat doodle :P
This was pretty funny. One of my favourite takes on the theme - even if it was kind of infuriating to play, hahaha. Whether it's for humour or not, I'd recommend not allowing the ship to be obscured by UI elements - whether it's the popup, or particularly the HUD down the bottom.
Sound was great, and while the ship was tricky to control, it was fun to get the hang of. As before, I definitely had a good chuckle at the interpretation of the theme. Well done.
defrag
2023-10-19 00:48
Nice work finding your core game loop. The graphics weren't immediately readable, especially for the enemies. I had a hard time with the really fast moving dudes, which I initially thought were the projectiles of the enemy and therefore unshootable. I think others already mentioned it, but the UI popping up over the player when hitting the invisible paywall (and stopping the ship completely) felt punishing, in a not-so-fun way. Unless getting the player to memorize the invisible paywalls is critical to your planned experience, I would include visual hint when the player is approaching a border, at least after the first contact with it. To continually hit the invisible walls just kind of sucked the fun out of it for me.
That said, I felt the ship movement was pretty tight. You did a good job coming up with a few unique enemies as well. Nice work fitting all that in on a 48-hour timeline.
Got taken out by the third phase of the boss, which is quite challenging (and spooky)! I liked the idea of buying different zones to unlock new planets. In a longer jam, you could add new weapons and enemies unique to each zone, but this was well done for a compo. Cool game
@xinux thats such a sweet thing too say, i love old flash games so i am glad my games graphics gave you that vibe.
@powerofsin thank you for taking the time too play my game. Yes the big shot is quite underpowered at the moment, its main gimmick is that the damage scales with the speed of the ship allowing it too do 100 damage too the boss which is the same as the mines, but since the map is so small and the mines doing the same damage for less risk the end result is that it is severely underpowered. If i ever make a post- jam version ill be sure too buff the big shot significantly
@cataclysmicknight Thanks for the kind words ^_^. Yes the death lock is a major bug in the game currently, the boss is supossed too stop moving when the player is killed but it only works for the first phase, i'll be sure too fix it for the post-jam version.
@binroot thank you for playing my game! I will be sure too make a better pop-up for the post-jam version.
@the-xj-project Thank you for the feedback. Ill try and find a way too make the coins better.
@bluedandelion Thanks for the compliments. The controls are quite hard indeed, i will try and make a better control scheme for the post-jam version
@soul-grinder thank you ^_^
@rusya-ink thank you for the feedback! I will be sure too make the areas more interesting for the post-jam version, and this version will have actual dlc 😉
@freeworld The cat doodle was pretty great indeed
@lachlan-james Thank you for playing my game. While the Pop-up where intentionally annoying they where more annoying too intended, the pop-ups are supposed too fade out very quickly once they appear however this function only seems too work for the exe version and doesnt work at all for html version. I will see if i can find a solution for the post-jam version
@defrag thank you for the feedback. I'll be sure too make the paywalls more readable in the post-jam versions. Also pro tip, you can actually shoot the projectiles as well😉 altough that isnt explained in the tutorial so thats another mistake on my part.
@mcbombadev thanks for the kind words ^_^