FoonLudum Dare ExplorerLD55 → Throw Hands!!

Throw Hands!!

By footlettuce

View on ldjam.com

CategoryRankScoreCount
Overall1223.6626
Fun1393.5426
Innovation1483.4126
Theme3102.7926
Graphics204.3326
Audio3.1016
Humor1193.2026
Mood913.6725

Comments

ellaris 2024-04-15 16:13

- interesting perspective it looked really cool, and liked the art - The arms looked like they were pointing towards the character and not outwards - sometimes there were no enemies so it was just waiting, and also at the end I wasn't sure if the game is over, but nothing spawned for a minute - The spamming wasn't the most entertaining, it seemed like the attacks looked like they had high and low angles, maybe you could use that to make them effective only against some enemies, and maybe some cooldown on the spam, I would literally stop moving and double hand the attacks.

bex2499 2024-04-15 16:58

I really loved the arena and the art! The music was super dope and i like the punch animation too! teach us your ways lord Kenton!

thefruckets 2024-04-16 10:39

- Over all, The gameplay was very enjoyable, keeping the fist flowing as you said was extremely fun to just mow down enemies while the epic music plays in the background. The Art style was sick as well, really enjoyed the game so well done on doing it solo Kenton!

dandee 2024-04-16 17:31

Epic game but man those rats and turkeys are gonna keep me watching over my shoulder for the next week! Love your art style and animation effects. Very creative use of lighting effects as well! Well done sensei FootLettuce!

myceliummushroom 2024-04-16 17:41

SHEEEEEEEEE, what i wouldnt do to get my hands on those crabs and have a little crab rave.

footlettuce 2024-04-16 19:30

@ellaris Thank you for the excellent feedback!

• There's no proper endgame screen due to time crunch. Rather, it stops spawning enemies after completing Wave 16. But I totally agree: there definitely should be some confirmation when the game finishes.

• For the spamming, you're throwing hands! Spam away! However, you have a good point. Originally, I wanted the player to be able to perform specific combos when the enemies flashed yellow, like Up-Right-Down-Down-Down. Get the combo right, and you could throw that enemy at the other ones. That would also have given the spamming a proper reason.

footlettuce 2024-04-16 19:34

@dandee @bex2499 Thank you for your positivity! I am honoured to have your reviews! I shall teach my ways! (Note to self: triple the rat and turkey spawn rates)

footlettuce 2024-04-16 19:38

@thefruckets The legends themselves! Thank you for your feedback - I too enjoy converting hordes of enemies into grass to be mowed (the lawn mower being Dwarven fists, of course). Perhaps I'll lean a bit more into that, like Vampire Survivors. Would be super sick!

footlettuce 2024-04-16 19:44

@myceliummushroom ♩ ♬ "Let me break it down for you, Mark." ♫ ♪♪ ** The horde starts dancing menacingly **

The crabs are strictly for Dwarf punching purposes... but I'll mail a few over to you for the rave!

tishey 2024-04-16 20:12

Love the art work and scenery

the4thcircle 2024-04-17 09:08

On your itch page the web version is there as a download. I think perhaps you forgot to click 'play in the browser' on your upload. If you fix this, let me know because I want to try this.

kristinamay 2024-04-17 13:50

Love the art style and the perspective! Did you really write this music yourself for the game?! It's really good! Honestly I had a lot of fun running around and finding things to punch and then jilkjilkjilkjilkjilkjilkjlj lolol good work. Very polished with a lot of variety, especially for a compo game.

yule4ka 2024-04-17 17:04

graphics is amazing, i love it. good fighting

frogravity 2024-04-17 17:08

Managed to beat wave 16 and jam alone to the music for all eternity!

Anyway, awesome game! I loved the Paper Mario-like style, and all the different enemies (and the dwarf) had such cool & varied designs! Seriously awesome graphics here. And the concept of a buff dwarf fighting turkeys to an epic soundtrack was really funny to me.

As others have said though, the gameplay was very spammy. Since enemies were practically neutralized the moment you attacked them once due to stun, the only real danger was from ranged enemies (who were actually pretty fun to avoid), and when you were swarmed from both sides, which mostly changed it to "spam AD in addition to IJKL". Nevertheless, the focus here was obviously the art & vibe anyway, and it wasn't too bad considering the length of the game.

Overall though, I still really enjoyed it! Amazing entry!

P.S.: Since you didn't make the music yourself, I recommend opting out of audio :)

denvil 2024-04-17 18:05

Nice music that went nicely with the action. I liked the movement with the perspective.

I would have liked more feedback on hits like staggering enemies or when getting hit. This would add little bit of pauses to the game and make hits feel more impactful.

footlettuce 2024-04-19 15:43

@kristinamay @frogman Thank you for the positivity! I did opt out of the audio category on submission day, and I credited my source both in-game and in the YouTube video. I've been huge fan of Two Steps From Hell since 2019, and highly recommend them! *Music fit for an iron-clad rum-filled dwarf!!*

I agree with the IJKL spamming - I could do something like adding fatalities, where the order would matter, and maybe the player would be given some temporary immunity to do the exact input. That'd give better incentive for the buttons - I'll see what I can do. I will defs keep that in mind for when I polish this as a post Ludum Dare project!

footlettuce 2024-04-19 16:01

@denvil Good point! Enemies should stagger and react to the impact of the punches, maybe even multiple times super quickly to emphasize the PUNCH ONSLAUGHT! I could also give them some stun immunity or something, after they exit their stunned phase temporarily to up their threat. I'll send the dwarves down into the caves to test these ideas, and use them to make a cool post Ludum Dare version!

themaskedman 2024-04-19 22:09

**Dwarf Fortress adventure mode update certainly looks interesting**

Great visuals! Totally loved the sprites, the god rays (or whatever these are called?), the use of 2.5d, cozy particles flyin' around, plain superb graphics.

Spinning fingers on the ijkl turned it into a battle trance simulator for me, providing a legit hypnotic experience.

The guys above did mention most of my pop-in thoughts on the mechanics already.

About wave 7 is where I started mentally filling-in the kung-fu movie-style punch sounds.

But I'm only writing all this to get to the main point: **HAVING PAUSE in a time-critical-ish-game got me!** For some reason people rarely put it in their games.

9/10, -1 bc no winscreen leaves you all alone bringing dark spec-ops-the-line kinda vibes :^)

local-minimum 2024-04-20 07:58

Hi could you please tag your downloads properly on itch so that it knows how to present it properly: itch-taggames.png

It will probably also help with people playing your game in general

footlettuce 2024-04-20 12:40

@local-minimum Damn, I didn't realize it could be tagged. Thank you for the advice - saved my butt! I'll remember to do this going forward from now on.

footlettuce 2024-04-20 12:53

@themaskedman The legend himself - thank you so much! Your comment LITERALLY made my morning!

Having combat sound effects and validation after you win (maybe even a full-screen splash art thing for the start, and like a true end or death end) are excellent ideas. Would be super cool too if the enemies made sound effects to respond to being punched as well, like a "GWAWCK" or something cool! My dwarf boi will be shredding through enemies as if he were playing death metal!

I am planning on making a post Ludum Dare version with more polish so I can put this in a portfolio. Your positivity is exactly what I needed, and I'll put your advice to good use. Thank you for the feedback!!

wo-ri-gou-le 2024-04-20 14:40

Add some punch sound feedback and it can be really fun to keep punching. Art and camera is so stylish!

local-minimum 2024-04-20 20:50

I really liked your art-style. It felt very consistent and that little detail when you press play and the camera drops a bit as you get ready to play.

I didn't understand the IJKL keybinding though. It seemed to me like punches auto-targeted nearby enemies and directions didn't really matter. So that was a bit confusing. And my first tries, it felt like I ran out of punches and nothing happened even if I pressed the buttons. So unless I'm missing something with the IJKL part, could it not be replaced with a single attack button that just varies the punch directions? Or was I missing something in the strategy?

When I died on my good run, I also felt like I had a lot of health and I suddenly got stuck and then I was dead.

I think a lot could have been won by giving the enemies and character some slight animations if only a bit of stretching and compacting of the y-axis so they were digging the music. And build up to more and more feedback on hits and getting hit the further you get.

A quite small detail, during the start screen, it seems I have to click play with the mouse. And that's not great when the game is played just with keyboard and you want the player to try just one more and one more. If you want to be really evil you just have a countdown from 3 - 2 - 1 and restart from the beginning again.

I had fun playing though! So very good entry.

Playthrough: https://youtu.be/OS07apkEWcc

dishwand 2024-04-28 20:03

the postprocessing, VFX, camera angle, and simple environment design work together really well to make your adorable character art pop! with animations and a little more polish you'd be visually at a level i expect from a released game, so, phenomenal work there.

the gameplay is a little simplistic but i think it gets the point across in terms of what the game could look like with more development. really great work on this compo entry!

p.s. i love the deer archer