cievers 2024-04-16 19:21
Really impressed considering the time you spent on this! Would have been cool to have some mechaning to influence the movement of the cultists maybe :)
Foon → Ludum Dare Explorer → LD55 → Cultists Feast
By lereveur
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1076 | 3.04 | 26 | |
| Fun | 810 | 3.22 | 27 | |
| Innovation | 957 | 2.93 | 26 | |
| Theme | 505 | 3.77 | 26 | |
| Graphics | 1005 | 2.81 | 26 | |
| Humor | 861 | 2.54 | 25 | |
| Mood | 1056 | 2.95 | 25 |
Really impressed considering the time you spent on this! Would have been cool to have some mechaning to influence the movement of the cultists maybe :)
Cool game! kinda felt like an aim trainer xD
i got Screenshot 2024-04-16 212155.png
finally my experience from star craft 1 came in handy! =)
I think you know that some variety/sounds would have made the game feel better. You mentioned that you didn't have much time to spend on the game, and I think you did a great job even though you didn't have the whole time.
I god 110000 most :D. They are very scared and their movement is sometimes unpredictable :D. For me it's fine of what you can accomplish in 3 days. If you would like to continue work on this I'm missing some features like: - the more you kill the more special skills you could posses - types of invokers with different HPs - maybe mana + spells implementation - music + SFX
I liked the story you included in the description. That could be an intro to the game.
As someone who also works on a JavaScript based game engine of sorts (heh yep) it's nice to see someone else do the same and see what they make with it. I had fun clicking the cultists. If anything audio would be nice for feedback but ill leave the AudioContext madness for you. Well done!
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@cievers: As I used my own existing js engine, at least I had only to focus on the game itself, if I had to make the whole thing from scratch I wouldn't had enough time :sweat_smile: (even if I took advantage of this LD to add some common elements which were not existing before to my engine) @leiv-erik: Wow, nice score! @i1dar: I never played SC1, but I trust your expertise :grin: @cody-holt: Agreed! As I said in the description, some juice and music would have been great, too bad I couldn't use all the week-end to make this one :sweat: @wildcodeplay: As I had not enough time I only gave cultists a little random direction while they flee, but as @cievers suggested I had in mind some ideas to make their moves more dependant on player's moves or, as you suggested, on some skills you could unlock/buy - and, yes, if I had more time I would have add at least an intro screen with the story (and, maybe, an outro when losing, instead of just a bunch of words) @willby: Yes, after my 15th LD participation I decided to try making my own engine, and I didn't done any LD with another engine since then - it was for LD#40, so this is the 16th one in a row that I use (and improve) it. AudioContext is not a problem, at least when I only have to load existing sounds or musics and play it, but I rarely find time to use sounds (and for music I used only once a CC music, but if I can I prefer composing one - which is time consuming when you have no team), as I usually keep those for the very last remaining time, prefering having a working game instead of an uncomplete one with sounds/music. So, the big issue is not really sound (and AudioContext handling), but much more all the complex features that one could want in a game engine, like physics - or even some simple ones, like… Being able to preload fonts and monitor they are fully loaded before starting :sweat_smile: Thank you all for playing and for your kind comments!
Pretty fun actually! Simple in concept but hard to mater. I like how there is more cultists every round and that they walk a little random to the left or right at some point. I could not go very far, so maybe I missed something. I would say: try implementing some different kinds of cultists, maybe some big ones that need more mouse clicks, or some chaotic ones.
Also, sound effects seemed to be missing, sound really adds to a a game and you can easily generate some quick sounds with tools like https://sfxr.me/
Edit: ok, I just read the description after reading cievers's comment, I'm impressed that you created this in such a small timeframe!
@wouter52: Your advices are nonetheless valid :grin: (and I really wish I could have spent more time on this game :pensive:) Thanks for playing!
Nice job!
The graphics in this game are pretty cohesive, so nice job with doing that in the short time frame too. Maybe my favorite game visually of yours so far :)
Very cool how much you packed into it despite the smaller development window! Pretty neat game. I liked the visuals, minimal as they are. Would have been delightful with more bells and whistles if you'd had more time.
pretty nice short and simple game. and considering how little time it sounds you even had to work on this, this is more than playable
I like the unusual mechanics in this game; it is good for developing concentration skills and hand-eye coordination. I also like the simple game-play as well — there are times when I need a break from thinking.
The story is interesting but I am wary of the demon element, even (or especially) if it's fictional. Aside from this, another imaginative game with much potential. A solid entry overall, as usual.
I managed to get to ~40000DKS. Not really sure how it's calculated though. There's a lot that could be improved in terms of visual presentation, but I know from personal experience how hard can it be. The thing I'd recommend the most for this aspect is to check out some color palettes online (e.g. here https://colorhunt.co/). Just look for something that you like and apply only the colors from there to your game, it will be way easier to make it look good. It's a really easy to make first step.
Capture.JPG
My best score !
Whoa! Very clever gameplay. I am surprised by its simplicity - but at the same time, it is very very addictive. You managed the theme very well. If you could add a leaderboard online, I guess that you could gather a large community around this tiny project. I would like to hear something - even a little sound when I click on an item (or I miss it) - a little background music too - something ethereal. However I have fun playing. You wrote as a comment on my own project that *you would like to have tenth of my talent* (which I have not). Boy you got it - and it's true. Thank you for your contribution. One of my favorite projects for this 55th LudumDare so far. I wish you the best ++
I really love the concept. It reminds me kinda like OSU or some aim trainer where you need to have very good precision. Good work!
PD: Did you develop it from scratch like JS or what engine did you use? I'm curious!
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@jezzamon, @thesmellofoxygen, @bluedingo: If I had at least few hours more, I would have at least add more "juice" and some sounds, but, yes, at least the game is playable as is :smile: @gamebuilder: At first, I had an idea which was not involving demons - but it was before knowing that I will not have enough time, and unfortunately this first idea would have need way much more time to be made. :grimacing: :sweat_smile: @lisek-gagatek: Yes, color scheme is part of the things I would probably have improved if I had time. But as Jezzamon pointed out, on this point this one is yet better than almost all my usual LDs… :joy: The DKS are computed this way : when you hit a cultist, you get as points as the distance he was from the yellow circle, multiplied by the level (level = nb cultists at start minus 4). Basicly, the fastest you hit cultists, and the farest you go throught the levels, the more you get DKS @yasgal: Well done! :thumbsup: @geckoo1337: When I understood that I'll not have more than half a day, I focused on a gameplay simple enough that I could code its core as fast as possible, then spend some time at least to get more than placeholders as assets. The fact that gameplay is entertaining is mostly fortuity… :joy: I agree that a leaderboard could be fun, but first, it would be without any counter-cheat (as the code is not obfuscated in any way), and second, I think the game would need some little more than basicly "hit those randomly fleeing colored stains" :grimacing: If I had enough time, as sounds I had in mind little frightened screams when missed and ugly splashes sounds when smashed, maybe unintelligible moans while incatating, concluded by a "cartoon vilain laught". And if I had found one, any fitting hardcore metal style CC music. Thank you a lot for your kind words (but still can't agree with you when you say you have no talent :stuck_out_tongue_closed_eyes:) @nekuake: As I said above to Willby, since LD#40 I use my home-brew mini JS game engine (which I named, by self-mockery, "shit.js"). I use it mainly to learn anything about game making with almost each LD (however, as I didn't had lot of time this LD, I'm afraid that the only things I learned was how to get the "glowing" effect and the doted-moving line :sweat_smile:). If you are curious enough to this, all code is accessible through few click from the game page - except the html page, you'll find only a shit.js and a main.js files. However, I can't guarantee that my code is understandable (nor… let's say: academic) Thank you all for your comments and playing!
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I think I set the record among the attendees! :D Simple but effective, it reminded me a lot of when I used to run over pedestrians in the first 2D GTA game! There are many games about summoning monsters, but this one has an original idea. Congratulations!
@nuanda79: Congratulations are for you, as you beated the record - fun fact is that I'm not even sure to be in the top 3 myself, as I'm pretty bad with this kind of games :joy:
Got a score I think 93733. Once there were enough cultists it was more fun, and I liked that they weren't always running in the same direction. Could think of couple things like different ways to attack or herding cultists that would add some more complexity. Nice job!
Very good job considering the shortened time span ! Not much more to say, it is a solid 12 hours jam game :sweat_smile:
it gets intense pretty fast, i was surprised each wave i passed that i was actually able to pass it! of course the game lacks polish, like music, sounds or better graphics, but it's a cool game as it is, my heart is still beating fast haha!
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@aeveis: Agreed, as a summoned demon, one could expect to have more refined "spells" than "eat-the-fleeing-cultist" :joy: @valentinwb: If only we could have a way to state the actual time spent on an entry when submitting, instead of just selecting Compo/Jam/Extra… In the first comment on one of his latests posts, Mike said something about planning more versatile submit options, notabily selecting the time, but I guess it still would be "time from theme reveal", with each option disabled at its deadline… https://ldjam.com/events/ludum-dare/55/$386730/welcome-to-ludum-dare-55 “_Down the road, the plan is to generalize submitting to Ludum Dare. Instead of choosing Compo or Jam, games are grouped by submission time chunks (24 hours, 48 hours, 72 hours, more), team size (solo or not), whether assets were created during the event, whether AI tools were used, and the availability of source code. Compo and Jam then become the criteria we use to pick official winners, but you’ll be able to choose your own custom winner criteria, and filter the results accordingly._” @amarokczukay: Wow. And here we have our new first place holder!! GG!
Cute little game. I like how the circle of summoners gets bigger every level. I found clicking on the small cultists was kind of finicky, I would like to see a touch screen version with fast frantic tapping action. Unfortunately the game does not work on a touch screen as is.
Felt like I was back in aim labs. Crazy how a simple idea like this can be so addicting. Good work!
Impressive work for a short timeframe - too bad you didn't have time for sound effects though! I was initially confused since I didn't realize it was a click-on-the-dots type of game, then I found a strategy that worked for me and got bored after it stopped adding new cultists. Has the makings of a really fun game with just that little bit of extra post-jam polish! Glad you still found time to make something in any case :smile_cat:
@loveapplegames: I had to change the way to validate clicks when I understood the one I used was not working as intended, and it came out that the new one was not working with touchscreens anymore. As I didn't had enough time to rework that part, I decided to let it without touchscreen support - but, yes, with touchscreen some players would been able to got huge scores! :joy: @lildyll: As said before, I'm the first being surprised that this simple idea works so well at the end :sweat_smile: @papabirb: Er… The game is not limited in that way, I don't even understand how you could reach a level where no more cultist is added :open_mouth: However, beyond a certain level they are obviously squeezed around the summoning circle - and I guess that one more cultist out of fifteen isn't as noticeable as one out of five… I'm glad you enjoyed the game, and I'm really sorry you weren't able to finish yours, as you present it I surely would have fun playing it!
@lereveur Weird, I swore it capped out at 8 cultists for me! I guess I can't count, haha. I'll give it another try later since I know it's not capped now :smile_cat: Hopefully we'll both have a better LD in 56!