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Tiny revolution
Tiny revolution
By island-jam-2-group-3
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 208 | 3.34 | 25 | |
| Fun | 179 | 3.32 | 25 | |
| Innovation | 132 | 3.52 | 25 | |
| Theme | 283 | 2.93 | 25 | |
| Graphics | 226 | 3.17 | 25 | |
| Audio | 224 | 2.80 | 22 | |
| Humor | 189 | 2.81 | 24 | |
| Mood | 263 | 2.85 | 23 | |
Comments
adamg
2024-10-07 02:29
This was fun, it's simple but very smooth feeling. I liked that I had to decide between taking the time to identify an enemy, or just shooting it if it was getting too close to risk the extra time. I wish the game ramped up a little faster, but otherwise this was very cool!
Interesting. Play field is a bit too small I think. Especially if creatures are coming from top/bottom. There is no need to actually scan anything right now, you can just shoot everything. If some creatures exploded or something if you shot them it would be more risky. The shot doesn't shoot from the center of the player, it is a bit offset, and it doesn't shoot in the direction player is facing, so if you don't move mouse far enough away from player it shoots off to the side.
I really like the idea. Clean art and nice sounds! Good job overall!
Really solid idea! I wish there was more of a sense of progression to it though
Great idea that not all creatures are bad! I was playing with a touchpad and that was terrifying haha. :laughing:
aligator
2024-10-12 19:13
Wow, thats a really nice working, polished game, it even has a tutorial! Nice done!
The scan/shoot mechanic is great.
rufenerd
2024-10-12 22:44
Lol Very funny in the tutorial
fractal
2024-10-14 21:22
Really interesting mechanics! But I basically just stayed in the middle and shot at everything :)
bashem
2024-10-14 21:34
Cool concept, the gameplay is really enjoyable but right now there's no real reason to check whether the creatures are good or bad. Also creatures coming from more vertical directions become increasingly impossible to analyze or even kill, which is not necessarily bad (I mean, you have to die sooner or later) but makes the game feel somehow not perfectly designed. So a couple of unsolicited suggestions: Give the player a reason to analyze the creatures, for instance the good ones could give you a shock and lower your life is not previously analyzed, and the map could be a square with equal sides. Waiting for a post-jam version!
Neat concept identifying friend from foe. Currently efficient play encourages never scanning any until you get hurt, then only scanning to find health until you're full. Never need energy. Scaling the difficulty by adding more enemies, not just faster ones might have been a good move.
levi
2024-10-17 21:43
Top points for innovation. Really enjoyed the mechanic of having to identify the enemy type before making an action. It feels like you could take that type of concept and expand it to something much much larger. This proof of concept got me excited by it already. Nice game!
Nice, Even after some times, I still reflex shoot target that was clearly heart or energy. It adds an interesting mechanic.
Neat main mechanic! I love the idea of a cross between a twinstick shooter and a memory game. Super duper cool.
Cool idea! As long as I wasn't missing any health, it seemed like I did not need to make any use of this cool mechanic, and for a while I was not sure if that was discouraging the use of the scanner. But then when I was missing some health, it made sense again to use the scanner, so I think the concept works very nicely. Well done! :)