felixx 2024-04-16 13:20
looks great!
Foon → Ludum Dare Explorer → LD55 → Overtime
By alexhicks, calvin, ghayoub and Ryanxz
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 546 | 3.60 | 27 | |
| Fun | 549 | 3.48 | 27 | |
| Innovation | 806 | 3.12 | 27 | |
| Theme | 847 | 3.32 | 27 | |
| Graphics | 402 | 3.96 | 27 | |
| Audio | 269 | 3.72 | 26 | |
| Humor | 163 | 3.84 | 27 | |
| Mood | 413 | 3.75 | 26 |
looks great!
Very cool office aesthetics! It's incredible that you have made a game in custom engine!
At first I didn't quite get how to defend myself. I tried clicking and thought that units will spawn eventually but they just ran out of the window. Then I read description and got it. Also I encountered funny bug where you can drag your unit (don't place it) and it will attack enemies and basically move everywhere at the same time.
Good job anyway! Keep going!
First of all: This game looks awesome. All the sprites "fit", the animations are varied and crisp and it just has a very polished vibe. Whoever did the graphics clearly had some experience doing so. The music is a highlight as well, even though I would have liked to see a volume slider. Sadly I found the game to be a little bit to "easy". There is no real challenge once you figure out which worker defeats what supply. The middle of the road option, "Whirlwind wendy", does defeat them all I believe. And you do get enough money to just place one of her down for every approaching office-demon. I would have loved seeing this game just a bit better balanced so you cant get away with simple tactics to beat it, because its clear that a lot of talent went into it. Anyways, great game, hope to see more of you in the future.
The fact that this was made in a custom engine is super impressive! The game was a lot of fun as well, and I loved the art!
It would have been cool for enemies to have an indicator for how strong they are (Outline, number, colors, whatever), but I figured it out pretty quickly. I would have also liked to have more enemies per wave (And maybe stronger variants of the same enemy?) as I finished the game with around $1200, and never really had an issue managing money.
@uniOwl Thanks, for the feedback. Yeah I tried using the continued to drag "feature" and thought it was a funny side effect that just worked.
@heuser Thanks for the feedback! Love the coined phrase Whirlwind Wendy! Yeah balancing for sure will make it nicer, at about an hour left it was too hard and I wanted to make sure people could win the game.
@grimw0lf Thanks for the feedback!
A cute game with a very solid aesthetic. The mechanics are simple, but working, it’s a pity that there is no development. Interesting interpretation of the topic. Good job!
I really like this kind of game ! Few wave but nicelly done. Short but great experience :)
I like the game and the graphics are very nice, but the full screen mode doesn't work well for me and therefore I can't see very well.
Love the idea of the office workers fighting against various things :D Also it's fun to play
Love the art, love the animations and love the audio :heart: . Only minor complaint would be some feedback about when i hit the money limit.
Nice game! I like that you made it in your own engine. As it was the first time, did you have any challenges/difficulties with it during the Ludum Dare? :sweat_smile:
I really like the art, especially the starting screen looks very nice. It wasn't very difficult or challenging to complete, but it was fun to figure out which worker to use.
Well done!
@thomz12 defiantly hit a good fair share of problems that we had to fix. One of the biggest things was that I integrated in the scripting for the gameplay into the engine on the Friday before the LD started. So we often hit API roadblocks where my buddy @ghayoub would need some sort of call to preform an action in the engine. An example could be to get another script from somewhere or flipping the facing direction.
Sound was also something I have never really done so I integrated that in while we make the game so our sound person could have all their work shown off. Excited to see if the next jam goes more smoothly.
This one looks really cool! About the engine, I see some aseprite files on yout screenshot. Does it load the asset straight from the file without exporting? Works for animation too?
I love the aesthetics in this! Pixel art is super expressive, it's fun how the boss is happy when you win and sad when you lose, the animations also really cool and make the characters funny. Music is also on point. Very well done and huge thumbs up for making your own engine!
The art was pretty nice and consistent but yeah, like others, I've found that the game is too easy and doesn't really have much strategy to it.
And as a fellow "build your own tech" person I felt like I have to go hunting for technical bugs, and of course I discovered that resizing the window to a different aspect ratio stretches/distorts the frame and messes up the cursor position tracking :D
Fantastic art+audio. Also a really fun take on the whole concept. I love it!
@leparlon That is correct, the engine reads the .aseprite file directly and will compile a texture sheet for the shaders to use. Would highly recommend the .aseprite file documentation, it is really good.
For the sprite sheet I basically put 1 animation on each row of the sheet so animation determines y uv and x is based on frame in the animation. Takes into account that not all animations are the same length.
@dimi-kaye Thank, you!
@litterattus Yeah still lots of work to do on resizing the window for sure :stuck_out_tongue: Hopefully something I can fix up for future jams.
@sarafilipa Thank you
First and foremost, damn a personal C++ engine, congratulations! Second, my experience of the game was strongly tainted by a mismatch with my screen, as shown here: Third, well the game is a little bit basic, and I was not able to see my money or any goals, but it worked and i won \o/
office.png
@mephistase Sorry to hear that, the game by default runs at 1920x1080 and I havent really added window scaling sadly to the engine yet.
If it helps you can open the project.rpg file in a text editor and change the resolution from 1920x1080 down to 1280x720 which should work for your monitor and not cause in game issues.
Very polished presentation overall! Really nice pixelart and I liked the music too. Pretty fun gameplay loop, it just needs a bit more progression/challenge.
Haha, great idea for a game. Seeing the office staff battle the supplies was really entertaining. I had to figure out that I needed to place the staff on the play area and not just klick on their buttons once. Had me a little confused when the just ran from one side to the other mindlessly on the top without caring on the threat xD I really liked this one a lot. Good job!
Fun game to play. Graphics look nice and music works well in the background
Initially I didnt read the game page so my first reaction to the UI was to click on the icons which ended up spawning the people on the top area behind it. Read the page afterwards though to figure out it was click and drag
Theres a bit of a bug if the game screen is resized to be different than the size it spawns at. The in game cursor moves a different amount than the actual cursor since it doesnt take the resize into effect for its movement. More noticable at smaller sizes and ended up running into it since my main monitor is smaller so had to switch to another one. For audio the sound when the $300 person reaches the end of the screen is balanced louder than everything else which takes away a bit from being able to vibe to the background music as something to adjust if you work on this a bit more post jam. Other sounds seemed fine. Main menu graphic and the fact youve got a custom cursor is great
Some post jam ideas if you continue work on the game - A shadow below the people / enemies to add some more depth / shading to the scene - A second frame on the mouse cursor that it swaps to when the player clicks down (so that theres more weight to that action). Could also do a third one when something thats interactable (in this case the play button and the the top icons) is hovered over and you could even do a fourth when dragging a character onto the field. Theres a lot of other stuff you could do to the cursor like messing with tweens but frame swaps tends to be the easiest thing to get in and adds a lot to the experience - Adding a border to the circles in the top right. The rest of the UI has a 1px black border apart from those so looks a bit off currently when looking at them - Adding some interaction to the top icons to show theyre interactable (could be something like what you did with the play button in the main menu)
Overall well made though and congrats on getting it done in a custom engine
edit: also I just realized but the little touch where the main menu changes after a run is great