Foon → Ludum Dare Explorer → Users → DerekRumpler
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Magical Monster Ballz | jam | 1087 | 2.32 | 2.06 | 2.57 | 1.97 | 2.65 | 2.03 | 2.08 | 2.08 | 57 | |
| 2014 | 30 | Connected Worlds | Repoenitere | compo | 1184 | 2.27 | 22 |
It works with the XBOX 360 controller, although it is hard to figure out which key starts the game on the keyboard (you can't start with the controller). The game also needs feedback to gauge progress. Enemies drop what appear to be "goods" (although I wasn't sure about this at first), but touching them appears to do nothing. I loved the ZZT-type/ASCII art-style and hope to see more of it in the future. I think it looks ambitious, but you probably ran out of time.
I like how the game aligns with the theme. The idea of astral projection for a game is awesome. I was swarmed pretty easily, though, and it is hard to adjust between going out of your body and attacking enemies, though. And I am not sure what to do with the rock, although I only played for a bit. I think objectives should be clearer. I do hope that you make this into a commercial product!
One more thing: you should fix the menu where it displays the controls. It makes it hard to figure out what everything does, although I was eventually able to figure it out.
The battle mechanic is interesting. I like how you can see the world while you are battling and have to fight enemies in a non-traditional format. I would say that you should expand on the way this is presented, though.
It might be better if the counter that displays the number of enemies you have to defeat was closer to the battle window. It is kind of in a location where it is hard to see.
Good job and look forward to playing more of your games!
Thanks for your feedback, uprightpath. Actually, you can play the game with any key except ESC. I wanted to make a game that was easier to play with disabilities. Maybe I should make it go back down as soon as you hit the top. I am open to feedback on how to improve the controls without making them too complicated.
As for the whip, I was having fun with that item. The idea is that some Catholic orders believe that they should scourge their flesh if they are faced with temptation. Do you have any ideas on how I can make this meaning clearer? One of my goals was to not use color to communicate vital information due to people having visual disorders, such as color blindness,
I like how it aligns to the theme, although I feel like I have played similar games. The AI needs work and the collision detection feels a bit off (although I understand these are hard things to accomplish in 48 hours). I like how the top part of the screen instantly switches to the "world" that you are engaging with. Some audio would have been really nice in setting the mood and providing feedback.
It is a fun game. I also felt like that the speck of light didn't move and the moving made wall jumps frustrating at times. There were also a few times when consecutive wall jumping would give you too much momentum to launch you super high in the air (not sure if you wanted this). Also, in one of your levels, falling down a chasm led to nothingness. I don't think it is a good idea to fall below.
Nonetheless, I hope to see more of your stuff. I really liked this concept, especially how color is used to solve puzzles (although I feel like it has been done before). It has inspired me to want to brush up on my own level design. :-)
I like the mechanics and the song is very fun. I thought the controls were fine, although aiming is awkward on a touchpad (I know that is my fault). I hope to see more from you in the future!
This is a fun game! I could definitely see this being a commercial product!
I like the concept. I don't have a Kinect, but wish I could play. I'm giving feedback based on the video. It looks really fun!
At first it seemed simple, but only deceptively so. I liked it a lot.
I was a little confused, especially when I put the webs down. I noticed when I moved away that they were near me but in my line of site it seemed like nothing was happening.
It is a cute game and maybe I'll appreciate it more the more I play it. I do think that there needs to be more feedback (sounds would help in this regard). I also feel it might be better served with a top-down perspective, because the first person perspective made it hard to deliberate and strategize.
It is a little hard to see their line of sight. Maybe a mini-map and some subtle movements from the camera would help? This could also communicate that you have to wait as I wasn't sure at first. Awesome concept and I like how you have to wait. I was only able to get one person but will likely play again and try to kill all three.
I like the initial concept and I think if developed further it could be fun! I'm rating highly because it is a jam and I understand the time restraints.
You're not supposed to shoot the blade. I never thought that people would try. :-) The purpose of the blade is to force you to jump so that people don't stand idly. But I'll definitely reconsider adding that in a future update if people think it is a good idea. Thank you for the feedback!
Hi Dispere, I get it now! I'll try to remedy it in the final release.
I also noticed that turns are awkward on account of the origin being on the top left. I'll probably put it in the center.
Thanks Pixel! I must've missed that I used key release instead of key press. Thanks for the feedback!
Thanks for the feedback!
@Superfreak: What would you suggest I balance? I think I need to add a warning to the saw; anything else?
I just made bug fixes and added a link to the old version.
Also, I had to rely on a backup (I mysteriously lost my original files) so if there is anything that people notice missing between the old and new version then please tell me!
Thanks for the feedback everyone! I'm glad to hear people loved the jumping sound effect.
I fixed a bug whereby the player could shoot a monster and the saw wouldn't respawn. Initially the idle timer would reset to zero and would the saw would only spawn when it hit five. Now I make it so that the saw spawns when it is a multiple of five. Please tell me if you find anymore bugs! I'd like to make it so the saw goes through enemies but I'm struggling with that.
Thanks Cyrix. I caught that bug, too! I'm going to patch it out, but I've had some computer problems. When I release the final version, I'm also thinking of making it so none of the enemies fall out. Instead of spawning outside the level (which is a band-aid owing to lack of time) I want them all to spawn within.
Cute game. I loved all the little secrets. Not sure if it can be beat, but it'd make a cute little platformer.
I love the art style, although I'll admit it was awkward for me to play on a laptop with a touch pad. The game crashed in the more polished version when I got to the end of the first hallway and was shot by one of the aliens. I'd think it would be neat if I could use the mouse to aim because I had a few cheap hits from the enemy on account of the slow jumping. I definitely see a lot of potential from this and would love to play more if a final version is released.
Really fun! I wanted to play until the end! Please make this a polished product that I can buy one day!
Great on learning and being able to put a game together on short notice. Movement was a bit awkward and I'm not sure if I like the knockback mechanic when you fire. I do hope to see your progress as you make more games in the future!
Very fun and satisfying! It was frustrating trying to figure out their movements at first, but it felt great once it did. I would propose that you allow people to skip seeing the prompts when you lose, though.
It is a fun little concept. I think it could make a nice "bullet hell" and hope to see more of it.
I like the general idea and I'm glad to see that there seem to be actual differences between the parts. It reminds me of an old Super Nintendo RPG called E.V.O. except that it is a fighting game. If this were a final game, I think it'd be cool to earn and unlock parts.
Very cute game, albeit basic. I think it would be interesting to see more enemy types and varieties.
I like the idea, but I feel using the mouse to control the camera is awkward. You might want to change the perspective. It was frustrating figuring out what to do, but once I did it was satisfying killing the . . . um . . . little girls. ;-)
Fun game. I like how it was allegorical at the end. The camera does seem a little wonky, though, and I didn't catch on to the time element until the next level. Maybe move it to a more central location where it stands out to the eye?
LOL, the end was a bit anti-climatic but I understand this was a jam.
You may not be making a point, but I like that this game makes a point. It seems like the point is that the NPCs are expendable to your own goals; something you see a lot of in games.
I'd definitely like to see this as a polished project. It is really good!
Really fun game. I like how the story dynamically changes based on your play (kind of like Bastion). You should expand it a bit and publish it!
This could be a fun little title on PC or console. Add a few more levels and I could see myself buying this for the right price point.
Interesting concept. It reminds me a bit of Bastion with the commentary, albeit it tells you what to do. I think it'd be interesting to have the NPCs try to interfere with the story so that the headlines end up being inaccurate.
It was a little difficult, but I understand this is a jam and thus the roughness. I did notice that you did not need to stand near a lot of the enemies to damage them with your trident. I was able to get a lot of kills this way. I'm not sure if this is intentional. I'd definitely like to see it again in a polished state.