cleitoneldorn 2023-10-02 22:09
Very innovative. In the beggining is a little overwhelming, and not being able to move while on the other modes can be a little trick at the start. But coll idead overall.
Foon → Ludum Dare Explorer → LD54 → Clear the space
By bobafett89
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 338 | 2.80 | 28 | |
| Fun | 339 | 2.63 | 28 | |
| Innovation | 239 | 3.23 | 28 | |
| Theme | 291 | 3.11 | 28 | |
| Graphics | 295 | 2.92 | 28 | |
| Audio | 250 | 2.80 | 28 |
Very innovative. In the beggining is a little overwhelming, and not being able to move while on the other modes can be a little trick at the start. But coll idead overall.
Please, add a web build if this possible
very fun ,good design. We need more challenges and events!!!
Fun little game. Took a while to understand the mecahnics. The entire game resets if you press Escape though.
Interesting take on theme, it did get quite hectic juggling between modes and it was a bit frustrating that I couldn't move during the other modes to optimize my efficiency. I managed to get quite far I think though. There was also a room where it just would not let me absorb any of the red circles. The mode selection wheel could benefit from having each keybind shown underneath each of the buttons, so I don't need to do mental math to figure out which number is which. That aside I could see this being expanded into something more with a bit more polish and balance, good work!
I like some of the ideas but I feel like needing to toggle between modes to do basic things just makes the game tedious without really adding anything to decisions I need to make. Like the first 2 modes could just be the same thing at least, and the only reason Id go in a recycle or energy room is to use them so... why not just work automatically? The concept of building outward and strategizing which rooms to make is good, just the mode switching makes it not very fun. But congrats on your hard work and hope you learned a lot :)
The mode switching mechanism seems a bit redundant and hard to use, but overall a nice game. The major game plat is simple, but the tutorial is a little long and hard to read. I failed to completely understand the mechanism and pressed esc to read it again but the game just ended.
Interesting game! Controls are a bit clunky, maybe having the current mode be visible on the player would help. The expansion mechanic is very good. I love the squash & stretch of the ball, very simple but effective.
- Cool idea with expansion. - Having a wheel for actions bound to the keys 1-5 isn't the best idea, the wheel would be good for mouse clicks, but a simple line would be easier to know which button corresponds to which mode. - It would be nice to see the current mode you are in reflected on the player character. - After a while it kinda gets tedious, there is no end goal, just increasing your points, and the only way I could think you could lose is if you forget to recharge and run out of energy, since you can build the energy rooms it's quite easy recharge. - After visiting like 10 rooms it can get hard to remember what is where, maybe you could add a map mode, which would display a map with the rooms and their contents labeled.
Nice little game! I like the idea of changing modes to do different things while on a timer, could be stressful in a satisfying way. But as others have already said the mode-switching can be improved! Visualising your current mode. And maybe showing the input to press on the mode wheel, because 1-5 is not that clear..
With that in mind, and I get that we only had 48 hours, but working the tutorial into your gameplay as much as possible helps a lot. I'm in no way perfect at this but just a tip :)
Great job!
I really enjoyed the concept of this game. Having the modes just bound to a single key might work better, as it was slightly annoying to have to press r before the mode you wanted. The music loop was a little short. I often accidentally quit because I was pressing escape to close a menu. The "squish" effect when you move was a really nice touch that made the game feel quite polished.
I dont have much to add that other's havent already said; but this could certainly be the base for a casual mobile game I could see myself spending far too much time with
It's hard to switch between modes, especially since icons are displayed in a wheel so you don't intuitively know what number is what mode, I had time figuring out what to do. The mechanics are interesting but once you understand, it's really easy and there's no challange (maybe I didn't go far enough though, I only cleaned 3-4 rooms). Nice job still.
Major points have all been ticked off, so I'll add a few minor ones: - I like the room switching animation, and that you also were able to use it for the main menu as well. - The music could use some work; to my ears it just sounds like random notes on the pentatonic scale. - I think the game could benefit from some sort of random variation: - Maybe some walls could be indestructible? - Or maybe rather than needing to build the recyclers and chargers, they're distributed around the map and need to be discovered? - Perhaps some variation in the number of red pellets per room so it isn't exactly enough to build one new thing each time?
Would recommend a Linux build! Fun game!
Lots of cool ideas here, neat systems in place, obvious horizons of potential. Having to flip modes all the time felt like a bit of a chore but that's ok. I imagine if you keep working on the game you can come up with some challenges besides moving from room to room before power runs out. Great work, thank you for putting it together.