waded 2023-10-03 16:10
It looks really cool but I couldn't manage to turn on the flashlight & find weapons
Foon → Ludum Dare Explorer → LD54 → Laboratory of Doom
By constance
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 548 | 3.58 | 53 | |
| Fun | 514 | 3.50 | 53 | |
| Innovation | 804 | 3.05 | 53 | |
| Theme | 722 | 3.41 | 53 | |
| Graphics | 531 | 3.67 | 53 | |
| Humor | 587 | 2.84 | 47 | |
| Mood | 435 | 3.67 | 53 |
It looks really cool but I couldn't manage to turn on the flashlight & find weapons
@waded Sorry to hear that, but it's because of some bugs I missed out on the development process. I've posted a changelog about it just now, they're fixed and good to go.
Good graphics, but it's too difficult for me to open just second door
I got to the yellow key card but when it opened my inventory and I accidentally exited it, the game wouldn't let me pick up the keycard again or open my inventory with tab at all. Other than that the graphics and gameplay were very smooth and enjoyable.
I escaped! Good game, with a few frustrating points: you end up with a lot of items on the ground that you can't pick up because you have to keep the cards with you. So with this constraint, we might as well allow ourselves to consume the items that are directly on the ground, so as to avoid having to throw away a card, pick up the item, consume the item, pick up the card again! Apart from that, I finished the game by taking advantage of the fact that mobs were getting stuck in wall corners, so I admit I don't deserve much credit :D Well done for the game!
The game has a few difficulty spikes. The first just at the beginning: You have to realize that you alreay start with weapons. This might already drive many game jam players off. I first thought I have to "steer" the enemies around, to get past them. Could be fixed by starting with the pistol in hand.
The next one when you run out of ammo, until you find out how to cheese zombies in horizontal areas. Approaching vertically is more problematic, as they even attack through doors (up), which is annoying.
Also, the inventory bugged out a few times, so I could not open it anymore.
I think it's a cool concept for a stand alone game, but too hard/complex for the usual game jam rater.
This game was good, good system, fine graphics, could have used some animation but in rest i have good experience
@anper @verttixpertti @pierre-marie @cobaltjt @kairoseyoshi
Thank you all for those very valuable feedbacks! I noted down all of the issues and bugs you guys were facing, especially the one that can not open the Inventory was a game-breaking problem. So I got to work and managed to fix them as fast as I can, you can check the changelog above for more detail.
The newest version are live now, at least those bugs won't remain a problem for future players.
Again, thank you all for playing and rating my game!
really nice atmosphere, would play a full version of this if it ever came out, some bugs like items not being collected or inventory not opening kinda break the game a little, and melee isnt very intuitive because of the characters hitbox and verticality but was still an enjoyable experience :)
这个门,这个门很难通过,让我很恼火。但总的来说是一个不错的游戏。
+ The positive aspects include the game's well-designed maps, impressive pixel art for panels and objects, minimal game glitches, and accurate bullet and battery level indicators. - On the downside, there are some unrealistic object placements, such as the excessive presence of bandages and proteins, which diminish the game's realism. It's challenging to keep track of the health bar; using a symbol like a heart instead of a numerical value would be more intuitive.
However, considering the limited time frame, you have done an excellent job. This is a fantastic game!
Wandering around shooting down enemies and collecting key cards to pass through locked doors. Took me a few attempts to get the hang of using the weapon and I was very unskilled with a knife but did enjoy it a lot. You really get a feel for the space limit when you're juggling supplies to collect the key card. Had a few hairy moments while waiting for the reload and running away from enemies.
I ended up not being able to open the inventory anymore, leaving me stuck in the map as I needed different key cards. Needs some bug fixing.
@bucharlardy @shmi Thank you all for playing and rating my game!
@laserpanzerwal @alanushke
Thank you for the feedbacks! I found out that the Inventory could not be opened again once you closed it with the button on the UI. I've just uploaded a quick fix and it should be gone now, sorry for the inconvenience. I wasn't descriptive enough in the control section that you can close the Inventory by pressing F again instead of clicking the UI button.
Nice game
The game was pretty fun, graphics really reminded me of classic horror exploration games. The sound effects were neat but the gunshot felt a bit out of place, crunching the sound might make it feel like it fits better? Sometimes enemies got stuck on corners making it easy to pick them off.
Overal the mood of the game was great and it really fit the theme. Looking forward to seeing a postjam version :v:
Really cool game, I love the pixel art style. It gave the game a great atmosphere. Great job!
The game itself is very cool.The grapichs are very good, i really enjoy your style also the ideea is good.Sounds are cool to. The only thing that i didn't really understood is why are there so many keycards, and the fact that after 5 minutes yor inventory is already fuul with them. But overal the game was great and i liked it.
Your itch.io web build wasnt working for me, it jst didnt show anything, no loading bar, nothing. so i couldnt unfortunately rate this.
@epic-zeta Sorry to hear that, I've just changed the build template to default, you can check it out again to see if it's working for you.
Made it out, great pixel graphics, nice short session to finish the game. Amazing job on the atmosphere.
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I liked the mini systems such as the inventory and dropping mechanics, it all looked very nice especially with the glow outline. The flashlight however was pretty useless as you could just see in the dark, but it added to mood. As for the game, it did seem a bit monotonous and it was frustrating taking damage right after opening doors when enemies are pressed up against them. love
What a nice intuitive game. Other than the player height/width in regards to the doors angled like the first one being to big, there's nothing bad to say and even that's a small nitpick. Well done.
I like the game but i think that these keycards will be placed in another storage because taking up half of your inventory with cards is very inconvenient
The ambiance and graphics of the game are remarkable. But what surprises me most is how well you've assembled everything - it truly resembles a professional game. I might miss the main character's animations a bit, but it's understandable given the 72-hour timeframe! The inclusion of an inventory and the well-designed levels, not to mention the resource management of bullets and lights, which is no easy task to design, are commendable. It's an outstanding game, congratulations!
Great atmosphere and mood! I really like the concept and felt the limited inventory space. I made the difficult decision of dropping my pistol for a keycard :skull:
Really impressive for a one-person-show! Nicely done
I liked a lot the mood of the game and the dark aesthetics. The only minor issue was that the controls were a little bit clunky for me, with enemies stucking on the walls! Very nice implementation of the theme and the fact that the inventory was that limited really made it hard!!! Good luck!
Really cool looking game! Only downside for me really was no extra damage for headshots :P
Great execution. I liked how you were forced to give up a defense item to continue with all the cards to end the game. Well designed map and great atmosphere.
Cool game. Darkness, monsters and a gun with running out of ammo. Everything you need to immerse yourself in the game.
At first i thought to myself "How does this even fit the theme?" but the sudden realization when i got a bit too many keycards i realized my excpectations were terribly wrong. This is a great game, well done!
Good game, interesting approach to the theme. Although, I didn't have a dilemma of what to keep. I just threw away everything except the knife and keycards. Maybe game needs some more balancing, but apart from that I really enjoyed the game. Some zombies really made jump, when they approached me while I was managing inventory. Good job!
This was a neat little game for a game jam, it had really nice atmosphere. The pathing on the enemies was a little broken as they couldn't go through doors if you stood at the right level and you could still shoot. But these things are understandable with game jams. Good job!
nice game ,and this one has potential ,game mood are vert nice ,but puzzle design got little boring(just find diffent color of cards,you can try something else),incentory space is no enough so I throw away the knife(dont know is this the right choose),nice work! wish this game can be better
Going around the various rooms wasn't particularly challenging, but the pace was overall enjoyable! I appreciated the fact that the pistol would not last a lot. It wasn't that difficult to manage the inventory wisely.
Great upsides: quite solid game (bugs apart), lovely graphics and mood, clear instructions. Very good job overall!
I liked how the controls and inventory were made. Intuitively understandable, does not distract from the game. It would be cool to add animations, the flashlight and dark rooms are cool, it adds ambience.
I escaped
Yeah was decent enough, Inventory management was good, think that was how you implemented the theme, didn't feel like I ever needed the flashlight though. Maybe have the zombies make a noise when they spot you for added spookiness.
If you look at my comment on the previous game in the post, you'll see that I said I love 2D shooters, that's one example. I really like the game and the atmosphere that the design provides, the game is very fun and makes you want to explore the map. If you want to continue programming this game, here are some things I think would be cool: - greater sound and animation environment: Many times I came across a monster attacking me without knowing it, if it had animation and sound for it it would be very scary and would look really cool >:), tense music would also make the environment much more mysterious. - weapons: I ended up running out of bullets very quickly, and I didn't find anything that would help me recover them, on the contrary, with the inventory full of cards and medical items, it might have been a good idea to put bullets more spread out across the map. As for the knife, normally in games where you change weapons, the knife does more damage since you expose yourself to causing damage, maybe it would be a good idea to increase the knife's damage, I practically started the game by discarding it and then picking it up. o when the gun was empty.
I really like the game, and best of all I think there is a lot of room for modifications and improvements, things that increase the life of the game. Great creation! From what I saw, did you do it alone? Wow, you are amazing!!
Whew, I escaped! And the zombies thanked me for releasing their souls, that was kind of them. :laughing:
Juggling what to keep and what to discard is a good take on the theme, though I started using the floor as excess inventory by returning to heals when damaged and dropping stuff briefly while nomming on some bandaids before picking them up again. This didn't seem super reliable when my dropped flashlight disappeared, but that was the only item that ended up being lost to the void. The flashlight also didn't seem very necessary, there were no fully dark rooms, so the sacrifice wasn't an issue.
After I emptied my clip I was sure I'd die soon, but after two awkward and painful fights I discovered the right distance to keep while backing away from zombies and stabbing them when they got in range. From that point on it was pretty straightforward.
The arty is pretty good, though it did trigger my pet peeve against differently-scaled pixelart. But everything was visually clear. I felt I was missing some sounds such as reloading, footsteps, doors opening, item pickups/drops, etc.
All in all I enjoyed my little run to the exit. Nice one!
Hello, I liked the sound of the pistol. The limited inventory slots forced me to throw away the flashlight at one point in order to carry all the cards, but I managed just fine without the flashlight. It was difficult to be without the gun when the bullets ran out, as the knife seems to be no match for many zombies at the same time. Sometimes I take advantage of the fact that they get stuck in the entrances. There are a lot of sounds missing like weapon reloading and others, but I know that's due to the short time of the jam. My biggest difficulty was running out of bullets in the gun. The ambience is cool and the flashlight effect is very good. It's a good entry that could be very good if it solves some problems. I think the knife is too slow to kill enemies, without the gun death seems certain. I didn't get to test whether I could run and close the doors against the enemies.
Nice game! Good job!
Hello,
My first impression was that there were a lot of controls and mechanisms, and it took some time to get used to. It was simpler to keep the inventory always open. For a moment I didn't know how to change weapons, having forgotten the instructions, and I was furiously right-clicking on the knife.
Notes on the start menu: why the button "quit"? Also, small detail, but I like the fade transition on the buttons. It's small, but goes along this artstyle I would call "smooth pixels".
It's funny how in the graphism it's smooth on small details, but you didn't have the time to have animation, and also the character turning alongside the mouse and not his direction. For the sound, I don't know if it's better to have one sound (like here with the gunshot) or no sound at all. The gunshot is satisfying, but it feels like the other sounds are missing.
About the limited inventory: it did not feel like it, or at least not more than a usual game with an inventory. There was not really a challenge of picking what to pick, and the fact that monsters don't respawn mean you could drop some objects and safely go back to retrieve them.
I didn't understand how the bullets count worked. For a moment I thought there were infinite. I guess you meant "bullets you have/bullets you also have but waiting to be charged in", but it's a little bit confusing.
And the lamp. It plays on direct player perception... which means if you see contrast well (or change the luminosity contrast), you can even not use it. But even when you do, its battery decreases to slowly to be really worried about. It's the kind of game where you find objects to refill your supply (bullets and lamp), but I guess not the time.
My biggest ennemy was the HORIZONTAL CORRIDORS. Was it only me? To go through I have to place the character pixel-precisely, or else he's stuck.