dhavavamba 2023-10-02 05:07
I love the drill feedback!!! THis game is pretty fun! Well done!
Foon → Ludum Dare Explorer → LD54 → Super Drillboy
By jordantanner
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 153 | 3.62 | 30 | |
| Fun | 102 | 3.75 | 30 | |
| Innovation | 232 | 3.25 | 30 | |
| Theme | 274 | 3.25 | 30 | |
| Graphics | 231 | 3.28 | 30 | |
| Audio | 185 | 3.16 | 30 | |
| Humor | 3.25 | 4 | ||
| Mood | 212 | 3.20 | 29 |
I love the drill feedback!!! THis game is pretty fun! Well done!
Great game, a little bit hard when starting but after some try it's good !
Love that you had instructions in the game, those are the little things that really show some polish. Fun entry, quick and simple gameplay. Congrats!
Whoa this game was very satisfying. Loved the turbo drill action. Nice implementation on the global leaderboard too! Congrats!
Very cool! Don't forget to play and rate other folks' games, too!
I got to 1299m, turbo break was my favorite part.
Nice controls, drilling feels good. I like the sounds. I think that the collision box of the player is a bit too big, you have to be very precise to fit between two red tiles. Bonus points for menu and leaderboard. Overall a solid entry! I like the idea that it is some normal guy that suddenly turns his legs into a drill :)
Very nice, feels great going through those blocks, and the difficulty curve is well thought. GG for this entry.
Nice gamefeel, Very cool so juicy to go quickly, you did such a great job ! GG for this game ! Good job team :D
A simple yet exceedingly addictive game! I adore how it achieves player satisfaction through minor details, like the vibration when drilling through a block or grabbing the boost that increases speed and sweeps through everything! These seemingly inconsequential details, which undoubtedly take time to develop, are not something every developer incorporates! Tremendous game!
Fun down-scroller! Nice gameplay, and once you get into the 'speedzone' things get pretty fun.
Neat game, well done!
Pretty fun game, I love the easy control and turbo break mode! It was very thrilling and satisfying to drill through a bunch of blocks at fast speed. The graphics and audio are both nice and simple, especially the drilling sound. The auto checkpoint feature along the way is really well thought, it does open the chances for the player to continue before they have to restart over. And the leaderboard is a nice little touch too.
In conclusion, this is a nice entry with a well implemented idea, well done!
Was fun !! I was a little bit confused by the health/lives part at first, I though everything was finished after 3 hits.
I liked that your had the time to implement the super drill mode : it really feels rewarding to just destroy everything !
One bad point : I almost felt like the game became less interesting and less challenging with time because of the space restriction : It was more fun with many lanes to chose from instead of the 3 we end up with. Maybe you could increase the number of lanes again after a while ?
Had a great time, loved the art the mood!
I think it would be nice to have some way to come in and out of the central tunnel, the gameplay gets a little bit less interesting when the playing field is too limited imo.
Daje forte sempre
One of my favorite in this jam!
Really love the juice from drilling blocks, sound animations and camera shaking make me want to do it. In my opinion glide move not necessary, game speed is fast, me as player often did not have time to react to press up button. You can leave only free fall and drilling movements, slightly decrease free falling speed. As i said above the blocks drilling process is very enjoyable, that would be cool to reward player for it, something like a small percentage to find HP.
Also i played post jam version, you're doing great job with new graphics and motions, the game began to play with new colors! Got ~4700 pts from jam version and ~9380 pts at post jam version.
Great job! :clap:
drill baby drill!!!
Pretty cool. I was blocked on a red cube once or twice but thats great :D
Really simple mechanics is the way to go for a Compo, and I think you nailed the easy-to-learn, hard-to-master with this. I wish you had had more time to the the post-Compo graphics in the original submission, but I think you prioritized things correctly. Were there any blocks that you planned for but didn't have time to include? I thought that some kind of reward block with extra gems in it might be nice. Also, did you hand-make all the levels, or is there some kind of procgen running to create the world as you fall?
@defrag Thanks for the detailed feedback and the kind words! Yes the graphics really never got out of the prototype phase unfortunately, but I was just happy to get the thing playable and semi-balanced. The blocks do have a chance to drop gems, but a more rewarding block type is a good idea. In the post-compo I added large gems that are worth more and also a rare health pickup that drops. As far as how the level is generated, it's a bunch of hand-made pieces that are randomly selected and strung together. In the post-compo, this is made slightly more complex by adding some logic that doesn't allow pieces to be immediately repeated, applies a custom tileset to each piece to change the aesthetic, and also adds random damage-block spawning as difficulty (number of checkpoints reached) increases. Thanks for playing!
@furano Solid point about it getting less fun/interesting as the play area narrows. This was done to help sell the theme of Limited Space, but I agree that it's actually not that fun. In the post-compo version, I took your suggestion and made the play area widen back up again after a time before moving to the next level. Good idea, and thanks for playing and for the feedback!
@ddolgov Those are respectable scores, thanks for posting them. I think your idea of removing the glide makes sense. It's just not necessary and I found myself not really even using it much. So in the post-compo version I removed the glide, slowed the normal fall speed a bit, and kept the drilling fall speed about the same. I feel like this makes more sense and keeps the game simple. I appreciate the feedback and the suggestion!
I can't get enough of this game, especially with the archive points that keep me coming back for more! Sprinting through it feels so fluid and the controls are a breeze. The blend of music, visuals, and overall design is just superb. Wouldn't it be amazing if it got further developed and made its way to Steam lol. You can try the games on my homepage if you are interested in puzzle games!💗
I only have one word for this, satisfying
I think that you found something really great from the very start with this drilling mechanic. breaking the blocks as you go is just so satisfying together especially when you get that boost and you just destroy everything in your way. the sound design helps a lot too!
The use of the theme is simple but it blends so well with the gameplay and creates something awesome.
I don't even mind that there isn't music I am completely fine with just the sound effects in this case
I am glad that you were able to expand on a lot of the ideas form the original build. I feel like you grabbed the exact things that made it so satisfying for me in the first place and improved them tenfold providing something really addictive. also the visuals were p good in the original build but they are absolutely fantastic in the new one I love them!!
this is one of the most fun games I have played so far, great job!!
I liked the concept of your game. The gameplay is very addictive. The Post-Compo version is even more awesome!
Great game, it's polished and feels finished. The speed boost in the game is enjoyable. I would like to play such a game on my smartphone.
Really nice concept and execution - played both versions. 11, 551 was my best image_2023-10-18_130354473.png
Had some frame drops on hitting checkpoints occasionally, and got stuck a few times - main thing I would ask for is to change the gem count into a bar that fills up and drains when you are in super drill mode, maybe draining faster over time to help keep the awesome feeling of the combos.
Thoroughly enjoyed this one, good job
One of those games that benefitted HUGELY from a makeover and some additional polish time. I think I fell in love with it when I got my first NITRO DRILL moment and felt the need. The need for speed (° ͜ʖ°) Addictive and genuinely wild!
Wow... I just checked this game (the post-jam ver).. and what can I say.. *sooooo* satisfactory!
You've brought the retro-game feeling so well + the graphics, the tunes and the gameplay are so good! This parallax is amazing!!!
It seemed a bit easy though :D - *although* I find this part fun too (it got me into a flow state that never ends, was good!) - I basically held the down the S button and almost never released it. Seems I did beat the highest score (just got 14k) and still had 3 lives - decided to give up and pew-pew my remaining 3 lives. Maybe it *finally* felt repetitive.
super-drillboy.jpg
I saw some very cool mechanics here - and congrats on the procedural generation - very well implemented! ^^
I liked the mechanics, the post jam look was really cool. I think the 3 indicators of the character's blood are too small, I kept looking on the screen until I found it, I think it needs to be made more visible, how much energy or blood is missing. I also don't understand if I can recover blood over time. The game has a lot of potential