FoonLudum Dare ExplorerLD57 → Neon Crawl

Neon Crawl

By ping78

View on ldjam.com

CategoryRankScoreCount
Overall2143.2338
Fun1773.1838
Innovation2372.8137
Theme2602.8135
Graphics653.9538
Audio2102.7037
Humor2192.2130
Mood1483.4035

Comments

dstoc 2025-04-07 11:35

Nice neon. Pretty fun gameplay.

It's a little bit awkward when you go between rooms that the mouse causes you to face the opposite direction.

theyflower 2025-04-10 19:44

Having to return to the original position after attacking makes combat strangely tactical. It was hard to navigate, I really yearned for a map. Solid visual style and sound design, nothing felt out of place inside the game.

stefanholst 2025-04-10 19:48

Awesome game, I really enjoyed it. Quite addicting and frustrating at the same time. Love the neon!

mashedpotato 2025-04-10 19:53

Really cool idea and the visuals are beautiful!

I like the procedural level generation and I think the dynamic/mechanic that you automatically face towards the center of the room after changing the room is interesting, as you are ready for combat on enter.

I liked the "boss" on the second floor, but I think I found the "boss" on the first floor the hardest.

soul-grinder 2025-04-10 21:59

Very nice visuals and colour, I really liked that level transition animation. Nice bit of arcade fun, good work!

gamescodedogs 2025-04-11 06:48

Great neon. It's a bit frustrating that you have to wander around for quite a while before the first enemies appear, after which the player instantly dies upon impact. Maybe start with one enemy in the first room, and give the player several lives?

kuboi 2025-04-11 11:15

The neon aesthetic is amazing looking. The movement feels a bit too slidy for my taste, makes it really hard to dodge the enemies with the speed they come at you. Other than that a nice little cool looking game:)

nicknickolas 2025-04-11 18:12

I liked the game, I think the art is very nice, the idea is cool, but unfortunately it was too difficult for me to complete)

pabloa31 2025-04-11 22:13

This is a fun experience! I love the colors and the transitions between levels, and I like how you made the Unity Webplayer fit well on itch.io UI!

I found it a bit hard to control the player in the beginning, especially using the mouse to look at the enemies. I tried a few tactics, but it might feel more intuitive if the character looked in the direction they're moving (something I also missed in my entry but I understand better now 😅).

Overall, I really like the replay value, and it's a well-polished game. Nice work!

tero-pulkkinen 2025-04-12 13:34

cool neon colours.

tero-pulkkinen 2025-04-12 13:35

(oh forgot to mention that the only reason we found your game was the pic of a cat with begging look in its face...)

leparlon 2025-04-12 13:43

Visually freaking fantastic haha. I liked it a lot, but the controls felt a bit clunky. Not sure exactly why, maybe because the attack makes the ship stop? Or because when you change rooms, the ship is still facing the mouse, which is now on the other side of the screen? Or maybe it's just me expecting W to move the ship in the direction it's facing. Either way, once I got used to it, I had fun. Loved the visuals and the level transitions, really cool stuff.

athospap 2025-04-12 13:49

Very beautiful game, it was really difficult for me. I think a tutorial would go a long way. Great job, well done

nbumgardner 2025-04-12 13:56

Nice sense of scale with the multiple rooms and diving into deeper floors. The neon hurt my eyes some, maybe a secondary scale or a toggle for replacing the white of the tubes with a solid color for everything except for small text would be helpful. Below is a quick mock-up using Gimp with a threshold-fill of 25.5, then shrinking to 1/4 size to fit in this comment:

2025-04-12_neon-crawl_less-bright-fourth-size-mock-up.png

nbumgardner 2025-04-12 14:01

With 10 minutes of practice, the game feels exhilarating to play. These tips helped me:

1. Keep your mouse cursor near the center of the room. 2. While battling, try to keep your mouse a little more pointed toward the lead enemy. 3. Peeking into a room and then backing out will reset enemy positions without respawning them. 4. Let non-ranged enemies come to you to defeat them safely. 5. Slowly circle ranged enemies while looking for an opening.

The invincibility while attacking feels nice, and the whoosh sound effect to go with it.

0x-void-x0 2025-04-12 14:04

Cool neon effect, I like how its incorporated into everything in the game. The gameplay is fun but very challenging, especially with the 1 hit death, I think it would be better if I had more health so I don't die by accidentally ramming into an enemy while the level is transitioning :sweat_smile:.

noagard 2025-04-12 14:05

Love between level transition! Maybe some cool neon dance soundtrack will add fun to the process, great job!

jona-scheidig 2025-04-12 14:09

Well that was interesting! ^^ First of all the design and movement are pretty cool gotta say. Although the movement was abit too "slidy" so you sometimes got destroyed directly when entering a room because you couldn't slow down fast enough. The turret enemies where place really well and the little minigame on the seconde floor was a nice addition. But there wasn't too much variety in the rooms, so it was actually a smarter idea to make the general game shorter.

A nice 8-bit chiptune could have made the experience even better, and some sort of ranged attack or a bullet deflect system. Overall cool game with slick visuals ^^

Good job!

youcarryoats 2025-04-12 14:12

Nailed the neon vibe, nice job! Definitely a challenge, particularly when I'd spawn into a room and get insta-popped by a baddy before I could get my mouse in the right spot :laughing: Could definitely use a bit less empty space, there were times where I'd spend 20 seconds just traversing rooms (which is forever in game jam land :grin:). All that said, very nice, challenging, and fun entry!

yerkwell 2025-04-12 14:30

Very nice visuals (as a part of Neon Glass team, I totally approve it, haha)! Fighting with one HP may be a bit hard and frustrating, but with some practice becomes really fun and challenging. Thank you for the game!

yibirabbit007 2025-04-12 14:40

It's a bit unfriendly to my keyboard controls and attacks, and I always float out where I can see.But nice work for neon

andruid 2025-04-12 14:50

Quite beautiful and polished graphics and an intuitive gameplay. I really like it! It would immensely value the experience an electronic soundtrack if you decide to develop it further. Cheers!

justuspan 2025-04-12 15:50

Great visual expressiveness. However, the gameplay part seems not very complete. There are too many meaningless empty rooms. When encountering rooms with enemies, I don't know why I should fight them (since I can run away), and the lack of hit feedback makes me unaware of the player's health status. Adding some elements or scores accumulated through battles could achieve a good effect.

mibi88 2025-04-12 16:27

Very beautiful game. The game play is OK, but I don't quite see where the theme is.

wind1e 2025-04-12 17:06

Love the neon effect, loved the almost Geometry wars vibe. The sound effects you had were also quite good. Weirdly the best control scheme for me was using the joystick on a controller with my left hand with my right hand being on my mouse for attacking and changing direction, WASD movement was too imprecise to get in and out of the doors easily.

heviosso 2025-04-12 17:09

Style: excellent! Difficulty: frustrating. There's probably some variety in the dungeon I never got to see from constantly getting oneshotted. My constructive feedback is this (it's just my opinion, feel free to disregard): it probably makes sense to give the player a reason to go on before making it difficult for them, otherwise it's really easy to give up early. Assume that at least some of the audience doesn't have thousands of hours under their belt.

sarafilipa 2025-04-12 18:11

So simple but effective. Theres's no need for a tutorial or explanation as everything is very self explanatory. Graphics are surprisingly fitting and add an almost ethereal quality. Really fun!

ping78 2025-04-18 01:25

@gamescodedogs The first room should definitely be a safe zone where players can get familiar with the movement without any pressure. The second room should then introduce some breakable objects for practice and fun, while the third room should feature just a handful of enemies.

@nbumgardner Yeah, this one definitely goes to the list of things that should be in the options menu.

@noagard, @jona-scheidig, @andruid Yeah, this game is definitely screaming out for an awesome soundtrack.

@justuspan If you choose not to engage with the enemies, you still need to dodge them. Also, not the case in the boss rooms (if you haven't reached one). This might be because of the generous iframes, but the hit feedback is actually very clear: you get hit, you die. Though, the explosion could probably be a little bit bigger. :p

@mibi88 The moment the game starts, you descend into the dungeon where you explore the depths of one floor only to descend into the other. You do this floor by floor and reach the deepest part of the dungeon. After completing the dungeon, you finally descend into the victory screen. So, you explore the figurative depths of each floor and the dungeon as a whole, as well as the literal depths of descending deeper floor by floor.

@wind1e I wish that other joystick would do stuff too, this game kinda wants to have controller support.

@heviosso If only there was enough time in the jam to go full Celeste. But there's barely enough time to go Dark Souls. :( (And even then, Souls games have more ways to adjust difficulty than it appears at first glance)