Y'all need Jesus by August 2015-04-22T10:47:00
I like the face animation while attacking.
Foon → Ludum Dare Explorer → Users → 6x13
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Warigami | jam | 398 | 3.36 | 3.04 | 3.04 | 3.29 | 3.57 | 2.85 | 2.43 | 3.16 | 48 |
I like the face animation while attacking.
I loved the mechanics idea and execution is pretty good. The character art is really nice as well. But it felt way too hard in the beginning. Also IMHO it would be better without the trippy background.
Great concept and it looks cool! I've some suggestions for you. There are some distinct characteristics of microscopic photography:
- The objects have high amount of subsurface scattering which makes them look like dark in the center and glowing closer to the edges.
- The foreground of the scene is kind of ambient lit though it smoothly gets dark further from the camera.
- The DOF is usually extremely narrow so you will get high blurriness further from focus distance.
- Even the specular highlights are really soft and blurry in most images and are indistinguishable from diffuse. (This will make them look less like jellies and more like blood cells.)
I don't know how these characteristics match your art-style but IMHO even partial use of them will make them look even cooler. Good luck and keep up the good work!
I really liked the style. The gameplay seemed really confusing at first. I had to play it three times to start understanding what is really happening. It would be great if you write the keys in uppercase to make them more visible in game description because they are unconventional. Nothing wrong with binding different keys but they require emphasis in game description.
I like the concept and mechanics even though it is a little unbalanced. Also it has glitches. But still, that is a good work! And I loved the music.
I like the sweater he is wearing.
I really liked the media and art-style. The gameplay feels kind of dull.
I really like the weapon idea and execution. Especially the "throw away all limbs" style game over. And the character holding his hat while jumping was a nice little detail. The build runs successfully on my Arch Linux. I don't hear sound but it is probably because I use Alsa instead of Pulse Audio.
You should really state that the builds are inside source folder or better upload them somewhere else as well and add as Windows build links. I would miss it if it was not pointed in comments. :)
No idea why I threw fish to the chicken but I kept doing it for a while. I don't thing this feels like a game yet though.
I really like the flow of the game and partially the environment, The buildings look interesting and the fade out to darkness is nicely done. I find gameplay really hard in the beginning. Some instructions ingame while playing would be cool.
Loved it. It needs work but I loved the idea and execution so far.
I really liked the environment art. The office actually gives the impression of a boring office. The concept is interesting overall.
I really like the style and happiness meter. That is a nice idea and the narrative is well executed.
I really like the style. But I got an exception after a moment of playing it:
Exception in thread "LWJGL Application" java.lang.NullPointerException
at ghenoroc.ld32.map.ExitDoor.contains(ExitDoor.java:32)
at ghenoroc.ld32.map.Map.hit(Map.java:149)
at ghenoroc.ld32.Player.draw(Player.java:65)
at ghenoroc.ld32.map.Map.draw(Map.java:81)
at ghenoroc.ld32.GameScreen.render(GameScreen.java:43)
at com.badlogic.gdx.Game.render(Game.java:46)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:215)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120)
I really liked the character and animations, especially the side-view walk animation. It would be great if the spoon did damage getting back as well.
This actually made my display to reset and change H and V positions. It was a weird experience! :) Nice graphics though. BTW I got this error (Arch Linux x64):
org.lwjgl.LWJGLException: X Error - disp: 0x7f2818286690 serial: 82 error: BadValue (integer parameter out of range for operation) request_code: 154 minor_code: 24
at org.lwjgl.opengl.LinuxDisplay.globalErrorHandler(LinuxDisplay.java:320)
at org.lwjgl.opengl.LinuxContextImplementation.nCreate(Native Method)
at org.lwjgl.opengl.LinuxContextImplementation.create(LinuxContextImplementation.java:51)
at org.lwjgl.opengl.ContextGL.<init>(ContextGL.java:132)
at org.lwjgl.opengl.Display.create(Display.java:850)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.lwjgl.opengl.Display.create(Display.java:739)
at com.osreboot.ridhvl.template.HvlTemplateInteg2DBasic.<init>(HvlTemplateInteg2DBasic.java:60)
at com.osreboot.corrugatedfidelity.Main.<init>(Main.java:28)
at com.osreboot.corrugatedfidelity.Main.main(Main.java:16)
Exception in thread "main" java.lang.RuntimeException: No OpenGL context found in the current thread.
at org.lwjgl.opengl.GLContext.getCapabilities(GLContext.java:124)
at org.lwjgl.opengl.GL11.glEnable(GL11.java:1012)
at com.osreboot.ridhvl.painter.painter2d.HvlPainter2D.hvlGL11Init(HvlPainter2D.java:16)
at com.osreboot.ridhvl.template.HvlTemplateInteg2DBasic.<init>(HvlTemplateInteg2DBasic.java:65)
at com.osreboot.corrugatedfidelity.Main.<init>(Main.java:28)
at com.osreboot.corrugatedfidelity.Main.main(Main.java:16)
Oh, nevermind, that error was probably due to not restarting computer after graphics driver update.
It is an interesting take and a cool concept.
Gameplay is fun but it is really confusing in the beginning. Actually my favourite part is the game description.
Thank you very much for all the valuable feedback and nice words!
Wevel:
Yeah, that bothers us a little as well, the solution would be to decrease fadeOut animation times when game speeds up, but it had the risk to ruin the style reference to actual retro style so I decided to keep it the way it is for the jam. We'll reevaluate that in later implementations. Thank you.
randoman:
Actually each ship in hitbar represents 10 hitpoints. So one ship in hitbar is dropped after you got hit 10 times. The game ends after you get hit 50 times in total.
There are three types of bullets as well.
Arrow "➤" deals 1 HP damage.
Stripe deals 2 HP damage.
Triangle "▶" deals 3 HP damage.
I really need to write those in Game description. Thank you randoman.
Thank you very much! Yeah, it actually gets confusing when as it gets faster, but that was really part of the LCD console experience, so we didn't want to ruin the nostalgia by trying to make the the action more distinguishable than it was then. I still locked the maximum speed though not too early. It is great to hear you enjoyed it and beat it!
My current High Score is 45258 Points. We would love to hear yours!
I didn't have time to put the high score in the game over screen but will do so ASAP. Till then, sharing the last scores you've seen on screen would be cool. And you can hit "P" for taking a screenshot. Enjoy, and thanks!
Concept is cool. I really liked the idea of the gameplay. Graphics and audio also complements it pretty nicely. Overall pretty well executed. But I would have loved to see the game over screen after something like 3 shots instead of single shot. I felt like that would make the experience more enjoyable.
It needs to be polished but I like the concept and mechanics. It was a fun experience. It feels like this game would benefit from a nice color palette and more consistency in art-style.
Really difficult to play but it is nice. I like the theme idea.
I really like the gameplay. It has interesting dynamics and fun to play. I also like how the proportions of the area and game units are fitting to the intended gameplay. Well done!
I like the how audio complements the concept. Graphics are also cool. It starts way too challenging for my taste though.
I really like all the media and implementation is solid but the gameplay is lacking motivation.