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Let Me Breathe!
Let Me Breathe!
By 247gamestudio
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 148 | 3.64 | 26 | |
| Fun | 91 | 3.81 | 26 | |
| Innovation | 224 | 3.27 | 26 | |
| Theme | 64 | 4.14 | 26 | |
| Graphics | 147 | 3.64 | 26 | |
| Audio | 245 | 2.86 | 24 | |
| Humor | 197 | 2.52 | 22 | |
| Mood | 202 | 3.23 | 25 | |
Comments
leparlon
2023-10-02 19:08
Cool! Very very hard. These death fireballs from the little demons seems to never disappear! Had a lot of fun with this one. The idea of having to enable your oxygen bubble made me keep constantly rolling in and out to try to spot a bubble. The death fireballs were a problem though, they last too long and I think they hide the little bubbles under them. Also it is unclear to me how long I have before dying without oxygen. Nevertheless, still very fun and a cool idea!
rhanzoc
2023-10-02 19:11
Game is pretty darn difficult for me :sweat_smile: Max I could survive was 1 minute but the overall mechanics seemed solid. I didn't know what the bonuses really meant (aside from +1 heart, that one was pretty obvious). Very solid first entry! :slight_smile:
Fun shmup, I like the scaling of the powerups/weapons. The air bubbles add a good risk/reward element to dodging enemies, makes it more interesting. Some of the mechanics could be communicated better, something like an oxygen bar that depletes outside of air bubble would go a long way I think. Overall, very fun!
Very hard! I'm curious as to what the upgrades do, I wish there was tooltips xD
godsboss
2023-10-03 14:45
Difficult, but great.
Unique concept using limited space as zones. Suggest displaying current oxygen outside O2 zones and adding an indicator for new O2 balloons spawn location u can run too. Upgrades seem to focus more on retention of O2 zones rather than player strength and survivability . Over time, enemies can become overwhelming as ur not doing much dmg to clear them out. The amount of information that u have to retain can be a bit too much. Well done !!
henk
2023-10-03 20:24
I've been trying to complete a pacifist run of this game. I think it's possible, but the more dudes you have on screen, the more likely a balloon shows up in the middle of a group of them, so it may take a bit of luck to do.
The game is very satisfying, and I like the feeling of released tension at the end. I agree that an O2 meter would be helpful since it's hard to know how much time you have between O2 zones. I think with upgrades carrying over between rounds, you can kind of get away with not building up a whole lot of skill and just waiting for the upgrades to start overpowering the enemies.
benskca
2023-10-04 21:05
Very fun entry, I managed to beat it but only after stacking quite a lot of upgrades - it's really satisfying getting more powerful over time. My only issue was that when you get deep into a run there's a lot going on and it could get a bit visually confusing, I think it would help with this if the enemies stood out slightly more from the aoes they drop.
defrag
2023-10-05 03:42
I kept dying, but I don't know exactly what was killing me. Do I lose a heart for entering a death zone, or just staying in it too long? I felt like I had to sometime quickly run through the deathzones, and that I wouldn't lose a heart sometimes. I think some additional hinting would go a long way - maybe screen shake upon imminent damage, or some edge vignetting. Good job getting the upgrade system in there - many entries seem to scope for that but never get around to implementing them well (or at all).
I really like this game, fits the theme perfectly. I only wish it was a little easier.
the artstyle is very cute, i am really bad at it hahah
Good game. I wish It has some kind of "hold breath counter")
Interesting concept. The game is appealing, but could use some tuning to make it great. As it is, it's too difficult to even figure out what the upgrades do. Why not start with enemies with fewer hitpoints? Feedback is not so clear: when do you lose a hitpoint, when do you run out of oxygen?
I'm so bad at this haha, but it's fun! I agree with the rest, it needs some indicator of how much time you can be outside the bubble (like a bar). Also, the fire zones are way too limiting, it's difficult navigating a horde of monsters coming at you, finding the next bubble, and of top of that avoiding the fire zones, imo they should be either smaller or have less duration
wheelsx
2023-10-08 13:30
(itch.io embedded version) This game has a lot of potential, but has a lot holding it back. When the upgrades come up, other than the extra heart, none of the icons convey what it is that you're upgrading.
Do I get the upgrade that does something with the projectile? Or do I hold on to my money until next round so I can get the other upgrade that does something with the projectile? Is it worth it to get the face upgrade? Is my face really that bad? *(reads a few comments)* There's tooltips?
The enemy speed is too close to the player speed, I have to spend almost all of my time dying from being in the dark too long, at least when I'm not busy getting hit by the enemies or their fiery corpse area. Projectile speed being the same as the character speed makes it hard to create a safe area for the character to go.
If you make the upgrades more obvious and change the balance a little (possibly just adjust the speeds), this would be something solid.
Sidenote: either sound wasn't working, or you should have opted out of Audio. I'm assuming it was broken, so I'm giving a 1 in Audio.
Thank you all for your kind feedbacks! All suggestions will be considered and I'm already implementing some of those things for an updated version at the end of the jam.
About the Upgrade Tooltips: There are tooltips. If you hover the mouse over the upgrade icon, you can see a short description. Screenshot_5.png
@wheelsx About the sound, that's confusing, it should be working correctly. Weren't you able to hear any sound at all? There is currently a simple music loop I created for the game, and also effects for some feedbacks like hitting, shooting and rolling.
I managed to beat it thanks to the meta-progression. :D
This tri-shot weapon is my favorite one when you have enough damage to one-shot anything. :)
The game started to drop FPS close to the end due to the number of particles on the screen. I played it in the browser, Firefox to be more specific.
Regarding the tooltips: I couldn't see them during my gameplay. I read some other players had this issue too and I found out what was the culprit. I was hovering over the "buy" (price) button, not the actual icons. The icons don't look interactable, therefore my attention shifter towards the shiny button. Maybe it would be safer to copy the tooltip to the button as well.
I tried to press both of these buttons, but nothing happens. I guess I can't have some more. :'(
This game is quite enjoyable.
hiscore.png
wheelsx
2023-10-12 16:30
@247gamestudio I had no sound at all. I tried it again, and it is working now, so I revised the rating on Audio. I played the itch.io version both times.
It could have something to do with the asset loading issue every Godot game here seems to have, the first time I do a thing, the engine has a stroke while it loads a texture or sound asset. Maybe it didn't load the sounds the first time because it just couldn't recover from said stroke? I usually don't like to discuss engine choice, everyone should use what they think is the best fit for them and their project. But the multi second stutter while loading a single asset the first time the game needs it thing is why I will not consider trying Godot. I mean, I have a Ryzen 5 2600x, 32 GB ram, RTX 3080, SSD, and that's not enough to give Godot a smooth experience on these little game jam games? Of all the games I've played this jam, with all the different engines they used, only the Godot ones seem to have this issue.
With the tooltips, what @quasilyte describes what I did, I was hovering the buy button. It wasn't immediately obvious what I was supposed to interact with, so when the upgrade window popped up, I tried clicking the icons and nothing happened. So I swept my mouse across different elements of the upgrade window, looking for something to change, and noticed the buttons with the price were what I was supposed to interact with. If there was no tooltip delay, I would have found them immediately, I didn't realize you had to hover on them for so long for anything to happen.
I enjoyed this one. I agree that a O2 meter is a must, and I found myself getting bad luck with O2 bubble location at times. perhaps a "oxygen this way" arrow indicator at the side of the screen or something?
bernhard
2023-10-14 12:14
breathe.png I liked the upgrades, they felt good! Didn't really understand the air mechanic all that well. Maybe a meter next to the character or some other indicator that things are bad would have been great? Either way, just moving and shooting was fun, and I like getting to an end :-)
Awesome game with a creative implementation of the theme!
As others said some indication of your oxygen when outside of a bubble would be helpful.
I'd appreciate a built-in cursor as my system one can get very lost in front of the busy background of the game, something like a larger crosshair (or even a dashed line between it and the player) would be great to help aiming feel better imo.
Being able to dash with right click would be nice.
In the upgrade menu it would be more intuitive to be able to buy stuff by clicking on the icon rather than the prices. Effect tooltips seem out of place from the rest of the graphics with the resolution and antialiasing going on.
Being able to burst the bubbles by just running or dashing into them could be nice.
The game over screen should also contain some stats about the failed run. At least say how much time was left to win or something similar.
Nevertheless this is a nice game with lots of polish and good design, thank you and congrats on making it!