spacecadet 2023-10-05 13:49
Really nice take on the theme. Having limited resources to discover new areas was a cool mechanic. I would have loved to see some more content there or maybe some puzzles.
Foon → Ludum Dare Explorer → LD54 → Cybermaze
By notime4games
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 175 | 3.57 | 21 | |
| Fun | 191 | 3.44 | 21 | |
| Innovation | 28 | 4.15 | 21 | |
| Theme | 84 | 4.07 | 21 | |
| Graphics | 80 | 3.94 | 21 | |
| Audio | 52 | 3.86 | 20 | |
| Mood | 58 | 3.83 | 20 |
Really nice take on the theme. Having limited resources to discover new areas was a cool mechanic. I would have loved to see some more content there or maybe some puzzles.
Great foundation for an entry here, but felt like you didn't get a chance to capitalize on where it was going. The music and graphics are nice, and the combat feels solid with the hitflash, knockback, and the nice big colliders. You got that core idea and the polish/control nice. Sorry you ran out of time!
I got to the You Win, and then decided to see if I could delete myself from my own memory. Almost...
cybermaze-delete.png
@pkenney thanks for the kind feedback :) and yes I felt the same way, the game just started to feel it was going somewhere when I ran out of time xD
I really like your approach to the theme, I don't think I've seen another game like this before! The combat is really easy, you can just spam fire and the enemies are getting knocked back. The bar at the lower left that indicates the amount of tiles you can uncover seems to change between "empty", "almost empty" and "mostly empty", regarding if you can uncover 0,1 or 2 additional tiles. Making the bar fit the amount it can hold would have made me happy :D But that only a minor flaw. Real nice implementation!
This is an interesting concept. The loading and unloading mechanic forces the player to explore the map bit by bit. I think that the loading and unloading mechanic is also a memory mechanic where the player has to remember what tiles are where.
The graphics also had a lot of nice polish. For example, the loading and unloading of 'squares' tile by tile and the destruction of enemies if the 'square' they are in is unloaded. Also, the music fit the aesthetics quite well.
I won in 20 seconds, if I had any feedback, Id say add a punishment for touching enemies and make the map a bit more liner to make the play time a bit longer
I really like how this game embodies the theme. Your concept is simple enough to pickup and you pose interesting limitations on the player. It would be cool if your ammo was connected to the amount of memory you have so once you killed enough enemies it would refill. This would make a great puzzle game. Id be interested to see what it looks like if you continue. Great work!
the game is very interesting, I liked it, the idea is good, continue at the same pace and you will become more professional
That's a nice game! Definitely a very good prototype you could continue working on. I can already see players drawing the map on a piece of paper to help solve some more difficult levels (;
This is amazing! The loading/unloading effect is so great. As another commenter mentioned, I also felt there is just something missing for the loading mechanic to really take off. Currently it feels just like an old school Zelda game with small breaks for loading/unloading screens.
Art style and audio design is also great. This is seriously so close to being a 5 star game in my opinion.
Very fun entry, and great implementation of the theme. I got to the "you win" sign but the game didn't end. Maybe I got tricked into beliving I did well :smiley:
@freamdev nah you made it to the end. :) well done! I just didn't have time to make win/lose conditions. Thanks for the comment!
Novel approach to the theme - good job finding something different and nailing the execution. I got to the "You Win", and probably had about 60 seconds of gameplay to do so. I was expecting some pickups to increase my available memory, and perhaps some stronger enemies - I understand the time constraints you were operating under though. I thought your polish and game systems that did make it in were excellently done. I'd be interested in seeing what this might have looked like if you had another 48 hours to expand it. Capture.PNG
Very good game that fits the theme perfectly! There are some points that need to be polished (like combat, removing a piece of the map on which the player is standing, win/lose), but for 48h jam everything is done very well. Cool concept and art/music design, especially graphics. Good job! I think I won :smile: you-win.png
This may be unfinished but what you have here is really nicely done and very innovative.
It's a disaster that this developer has rated so few games, because this game needs to be seen by more people. This mechanic is very innovative, top marks for innovation. I would just like to be able to hold down the mouse button and the shots come out automatically, pressing the button causes my tendonitis, so just pressing would be ideal. Great entry. 698.png
I really liked the graphics, and the way the map loaded in. The main mechanic is very interesting and well implemented, but I think it's a bit underutilized. There was never a reason to have more than a couple sectors loaded in, and the respawning enemies are not much of a threat (although I like that they don't kill you, just block your way). But this is a great little polished prototype you have here! Good job!