jozgames 2023-10-03 00:00
Bem criativo
Foon → Ludum Dare Explorer → LD54 → Incident on Outpost 17
By irwatts, Jonathan Ray Pollard, Wilmi, thunnus and ShadowLion
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 800 | 3.31 | 24 | |
| Fun | 979 | 2.85 | 22 | |
| Innovation | 899 | 2.92 | 21 | |
| Theme | 314 | 4.00 | 22 | |
| Graphics | 548 | 3.64 | 23 | |
| Humor | 754 | 2.50 | 20 | |
| Mood | 925 | 2.97 | 22 |
Bem criativo
I think the enemy aesthetics and the red smoke they make when you destroy them look really unique for this sort of game, but without sound effects the game feels really empty.
Good one! Not sure if the game was supposed to have audio, but (except for the menu) it wasn't working for me. Also, using all weapons at once is crazy hahaha
Incredible graphics and UI. Your team has outstanding abilities.
I survived 3:09:69 :) One thing that took me by surprise was the download size, almost 700mb O.o is it just because unreal? It also made me install some C++ redistributables hahhaa
Hats off to the visuals and the scope of the in-game menu, something a full game would be ashamed of. It was spoiled a little by the discovery that most of the control settings are generic and have no effect in the game, and I probably couldn't set up all the weapons for K&M. The game itself is straightforward, simple. Somewhat frustrating, as I have used mouse, is the poorly visible cursor and the fact that its distance from the ship affects rotation speed, making it more visible or limiting how far it can be moved would have helped the gameplay in my opinion.
Opening options during the game doesn't pause it
The graphics in this are amazing and the UI is very professionally done. Nice take on the theme and overall a great entry, nice work!!
Great game, I'm a bit disappointed that the game was not optimized for MnK but I plugged in my controller and everything was smooth, great UI and take on the theme!
This was a very fun game to play. I got to 5:54:44 on my second play. The menu system seemed quite advanced. Was that a standard plugin for UE? Did it come from another game? It seemed like it had many features for a 3-day effort.
I liked the special effects and the fact that I had unlimited shots. The proximity bomb and shotgun were great fun.
Well done!
I did find one bug. The timer on my first play had 3:38:78. I'm not sure how that happened. But it's a minor thing.
nice job, The latest build did not work for me but reverting to the first build fixed the controller issues. Basically I could not turn the ship more than 2-3 directions with the updated build. I like the take on the theme with the platform getting smaller and smaller :thumbsup: :beers:
There are many settings in the game, and it's hard to imagine GameJam being able to create them. The artistic effects and gameplay are both very interesting. Unfortunately, I didn't understand how to rotate my spaceship, so I had to shoot in front.
very solid little proof of concept, had a bit of fun but didn't really need to play the extra runs. Appreciate the clean assets and deep settings menu but suspect some more gameplay, like an upgrade shop for different guns to experiment with would further things along great.
The Camera is a bit too close up resulting in the starting island almost immediately doomed a good 3rd of is as you simply cannot see the threats approaching from all sides.
@jozgames Thank you!
@smoe @willianfhs Thanks! Unfortunately we ran out of time and couldn't get to audio for this one. Next jam!
@winter2277 Thank you!
@pinky-toast Nice job! Since we started with Lyra Starter Game, file size started pretty large and we didn't get a chance to reduce it.
@drlizard Thank you for the detailed feedback! We started with Epic's Lyra Starter Game template, so we inherited a pretty robust settings UI. Unfortunately we didn't have a chance to flesh out the control options to the level we wanted.
@don-fouts Thank you!
@teashna Thank you for playing! We just added a new version 1.2 that gets mouse support working better.
@g33zer I think that's the high score so far! The menu system is something we inherited from the Lyra Starter Game template from Epic. That would indeed be quite the effort to accomplish over a weekend!
@don-shinski Thank you! We just added a new latest, 1.2, that fixes the turning issue you experienced.
@chengnan17 Thanks for playing! We couldn't get mouse support implemented fully in time for the jam edition, but our post-jam version has it working!
@steamhat Thank you for the feedback! Camera distance tuning is something we'll look at for future updates to the game. We wanted visibility to be a bit limited but it might be too much.
I tried to play it but my controller never worked no matter what I did and keyboard doesn't let you rotate the ship around. Please let me know if either of those gets fixed so I can try it out!
Everything artistic wise looks and plays great. I think even just crappy free sounds would have made it a lot more fun due to the audio feed back we get from things happening on screen. Also I'm not sure if you intended on letting the player fire everything at once. Looks great for a jam game!
Very subtle design , fits the theme very well. The art style is simple but has a great atmosphere. Nice work!
Tips you can use sfxr and beepbox to make audio part in a hurry
ss.png
This was as good as I could do. The enemies were spawning faster than my rate of fire at that point, so not sure anyone could do much better. There was some strange bunching up on the left side that I maybe could have taken better advantage of?
exploit.png found a minor exploit.
That asside interesting attempt at a twin stick shooter, some unusual but fresh visual style to this one, weird choice to have enemies be clouds but it kinda works and it's neat.
Lack of mouse aim was a bit of a pain, had to go dig up my controller to play, the control scheme is kinda wonky and optimal play is to hold the shoulder buttons and triggers down permanently which is pretty uncomfortable to say the least.
The overall concept is interesting, losing floor tiles as enemies approach is a cool idea, but the enemies are so easy it never really came into fruition for me, I just slaughtered wave after wave, and since they don't target me in any way there's not much need for moving around. Eventually I quit because I was bored not because I lost :(
Some good ideas both design and visual wise, but really needs more polish and iteration to turn it into a proper game, very half baked sadly.
P.S wheres the JUICE!? sound and screenshake and hit feedback! Juice is like oxygen to a twinstick shooter!
Great job smashing out a game in a weekend and submitting! Congrats!