FoonLudum Dare ExplorerLD54 → lungage

lungage

By mindhijacker

View on ldjam.com

CategoryRankScoreCount
Overall11252.3722
Fun11202.2821
Innovation10622.5220
Theme10612.7222
Graphics9922.1321
Audio6961.9721
Humor9091.9018
Mood10582.3621

Comments

mindhijacker 2023-10-01 10:22

Note to self: always knowing when is the Japanese mid course exam coming before doing this in stressful time pressure. Well, off to cram up my skull with N4 Japanese stuff

multitone 2023-10-03 09:32

Hey there! Could you please add some sort of note on how to open the game, can't seem to figure it out by myself on the ZIP file, thanks! :)

mindhijacker 2023-10-03 09:39

huh? I use runnable jar to export the game

Edit: https://stackoverflow.com/questions/394616/running-jar-file-on-windows. just google how to run a jar file. I am very sorry for this minor inconvenience, @multitone. Thank for pointing this out. I think if you can boot up minecraft or java based application. Or another option is to use launch4j, since I compiled the whole game in java 1.8, it should be ease to be used but beware, I hate launch4j ruining the game loop tho

witchhat 2023-10-03 10:32

Well it works for me, no launch4j magics required. The game itsself is simple, but fun to play. Good luck with your studies!

rentem 2023-10-03 10:53

Nice game. I like the fact, that the more damage you take the fewer stones you can pick up.

For me the pressing Esc froze the game. No menu was opened.

All in all a very solid game for a single dev :thumbsup:

stealthorc 2023-10-03 15:38

I quite like your game. The whole theme is kind of gory-dark-ish, which I like and is not so common to find. As for the game mechanics, the shooting mechanic would maybe benefit from the player being able to shoot 360 degrees towards where the mouse is, since the enemies walk in sich diagonal non cardinal directions, that its often hard to hit them properly, even more so with their speed! They are so fast! Quite nice what you spun up there. Also a more visual approach to how many rocks you carry and still can carry would be nice, I often had to glance over to the right, which was distracting to the core gameplay.

mindhijacker 2023-10-03 23:17

@stealthorc , I wish that I could think of that early. for visual effect of how many rocks you carry or can carry is kinda implementable but I didn't have enough time to do so(my first uploaded game is the kinda the base code for this game, but I have to erase the hearts lines due to the fact that is if I implement it, I have to circle around it which kinda not good for my time and visually). Another key point you did say that is aiming, I could have done it with a mouse, right click to pick up, left to shoot, the sprite is rotated according to the mouse location to it then, I had to implement another function for pathing of that bullet which is kinda easy and kinda easy to test(just put some x+=px and y+=ny). tldr, just blame my dum dum for it. After the voting ends and this receives lets say top 10, I would test your idea and upload as a separated game with these 2 upgraded things. I might also add an enemy that shoots back. right now, I have another project that has been dragging for so many months. A bullet hell game inspired by Touhou project (please don't sue me, ZUN san. I made everything from scratch). the only thing left to do with that project is data and janky bs about save files.

majomirez 2023-10-04 00:45

Don't sell yourself short, it's quite a fine game for a solo programmer. Also, citing the rules: "“Programmer Art” is welcome (and encouraged)"

kevin-prehn 2023-10-04 01:05

Nice work! It was a little hard to tell where the enemies were moving and when a rock hit them or not. The best I got was a little over 100 seconds.

mindhijacker 2023-10-04 03:15

@kevin-prehn , I expose a dirty trick of mine here is that all enemy movements are randomized. So it is toward to more of a small practice game for danmanku game. Also, thank for your review <3

lincolnsalles 2023-10-04 19:44

Space is really limited, which is good for the theme. The graph is very simple. What bothered me was having to keep picking up the stones, instead of just being able to throw them. I found it unnecessary. I think that killed the fun. The music I thought had nothing to do with the game. I think it's on theme, but I didn't think it was fun to play.

igli 2023-10-04 19:57

Interesting game. I think the keybinds are a bit difficult to use on different keyboards though as X and Z are far away from each other for me. Anyways, great game for a solo dev.

mindhijacker 2023-10-05 01:53

@igli , you are german, aren't you? Because I played Stranded 2 before so this is my guess. Here is the funny part, I use normal like the majority keyboard. https://en.wikipedia.org/wiki/German_keyboard_layout

mindhijacker 2023-10-05 02:00

@lincolnsalles , picking up and shooting stones are the points of the game, it is supposed to be that hard. Well, you made a fair point about music, I did grab a random premade music of my own. I did that like months ago while trying fiddling with horror cave based music. I feel kinda sorry for a bit off cheap play. tl:dr, I am trying to learn from ZUN by not making e-zi modo gamu. If I want to kill the fun and ramp up the hell, I would make smaller enemies and 5 of em in 1 wave. Thank for review :)) EDIT: it was 2 random pieces of music that I made before hand. Eto, ehe ;)

2023-10-05 16:35

Good work for a first jam game! Its always hardest to submit your first game, so I applaud you. I didn't really find the game very engaging and the music was a bit repetitive and simple. I found the amount of art you produced as an individual impressive so I'm suprised you thought people wouldn't like it. Good job for your first entry, I hope to see more of your entries in future jams,

cardboardmoon 2023-10-07 21:27

I wasn't entirely sure what the purpose of being able to drop stones was, since that's your ammo and seems like a bad idea to drain that without attempting a shot! SFX would have made the game much more enjoyable, but I'm sure you will nail that with your next game. I was able to survive for a few rounds! Congrats on your first LD!

mindhijacker 2023-10-07 23:12

@cardboardmoon, I said in the instructions clearly: only movement and shooting are not free, dropping does not cosume stamina since I am not that kind of sadist. SFX, I think it would be beneficial too, well, it is simple as implement 2-3 sfx for enemy and player, shooting, death and idk what. thank for comment :).

powerofsin 2023-10-08 09:10

A nice first attempt for a LD game.

The graphics are honestly fine, they are functional and redable. I am having issues figuring out what the hell the enemies and we really are (is it flesh tanks?) but all I need to know is that they are different than me.

Music got grating pretty fast, especially when playing longer. And I played long: lung.png

The biggest problems are on the gameplay side: - the enemy hitboxes are very wrong (I would hit enemies that were at completely different places where my bullet hit) - the rock pickup mechanic don't serve much purpose (I can always just press to pick a single rock up and throw it right away) - the boring time after cleaning a wave and waiting for a new one - the lack of varity to the waves and enemies (not sure what's the difference with the green dotted one, maybe he is the only one with the proper hitbox?)

I do like the concept of managing your breathing for maximum use, and the way it works is actually good, just everything around it needs more work.

I notice from the comments you are doing a danmaku game. I would advise focusing on the basic mechanics first (moving, enemies and shooting), instead of the gimmick (lung capacity). If Touhou games are to be your inspiration, you should know it's all about the solid gameplay core and the gimmick is just a spice on top of it, that sometimes works and sometimes doesn't.

Best of luck going forward!

mindhijacker 2023-10-08 09:37

@powerofsin , it was made in 48 hours so I did have panic about certain bug about enemy hit box being clumped into 1 so I just gave up and mark the commander with green dot. Yeap, that is it. the mechanic for the enemy here is basically random destination on the board. I have been working on that danmanku game for months, I have to say I am still figuring whether doing cheaply with math graph or coordination point loop. Tbf, I copied most of the code from that project and cut some slacks in order to optimize it. I can copy most of the basics of touhou like life, spellcards, bombs but I don't want to copy the scoring and grazing mechanic since I prefer my game to have another style(also due to my laziness too, I don't want to code the graze hitbox part). Thank for the review.

Edit: I will not focus on this game because both my laziness and also I have that project on going with me.