Foon → Ludum Dare Explorer → Users → arnau
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | 👥 | Views | jam | 936 | 2.85 | 2.78 | 2.58 | 2.32 | 2.61 | 2.90 | 2.68 | 2.58 |
Hats off, I really had so much fun trying this game out. Solid design, programming, art and SFX, looks like all of you really worked as a team and produced a little gem. I'm sure you can come up with a name that fits better than the current one haha. Great work!
Same, joined this game in the chat of ElysiaGriffin and had so much fun with the viewers. Works really well for streamers and promotes community creativity, well done!
Eye catching game. Controls are very responsive and makes it a smooth experience. Making sure that the player understands that the place where they die serves as an interactive mechanic with the environment is well done, however, it might be a little bit frustrating having to wait for the animation when dying accidentally. Good job overall!
This game really defies your multitasking skills. I would prefer the controls to be a bit more responsive since it is already difficult enough to control multiple vehicles at once, but hey, the concept is great!
Not a big fun of waiting times between levels but I enjoyed solving them!
Almost the same feeling as when you lose a party member in Darkest Dungeon. Overall, pretty solid game!
Impressive, here you really feel the sacrifice theme. What is more annoying than not being able to invest your time on everything you need to at the same time? Well done!
I think the type of game you've chosen is one of the best for the theme, really nice development!
The theme is clearly there. Beatiful art and animations, good level design and SFX. The game could be easily expanded with more difficult levels and more ways to murder the target, good job!
Finally, a game where morals are challenged. Enjoyed the aesthetics and game feel!
This game is funny, I like the concept and would like to see more about it, may be more types of buildings or include the possibility to upgrade the ones you place. A max population limit indicator definitely needs to be placed, so the player has a chance to know whether they need to place a building or can store more resources for the next Building purchase. Good job overall!
This is one of the games I enjoyed the most so far. The voice acting fits really well and the Offerling mechanic is so much fun. Great Job!
Designing the levels so you can play it in different ways every time gives it a lot of replayability. Good job!
The level design behind this game is incredible, I mean, you really took into account most (if not all) possible solutions to build the levels so the player can solve them according to their non-sacrificed skills. Really worth the time investment to get to the end of the game, it even has a touch of humour as a cherry on top of the cake. This is the one I enjoyed the most of all I have been playing so far, congratulations!
My sacrifice order was: Hook -> Climb Walls -> Gravity Change -> Dash -> Jump
I guess I was loyal to the traditional jump hahah
You took into account so many amazing details that it really seems a full game experience, tutorial, acheivements, many SFX, particles, VFX, but I really missed the game over or automatic reset of the level when the character is killed which is kind of core in this genre. Overall, fantastic game you made!
Having multiple points of view to play a game is so enjoyable, specially with a short but entertaining narrative. I want more! haha
Nice music you have. Each part of the gear is defined very well to understand what you are sacrificing for the levels.
A very entertaining game. It would be awesome to have stats and descriptions displayed when hovering the mouse over the battleship's abilities, or even an independent menu, where you can see what are the bonuses for upgrading each of them. Loved your work!
The art is very simple but manages to explain at first glance what each element is supposed to do. Also, this type of game can be easily extended with new levels so it has future potential, good job!
The general concept of the game is well chosen and has potential to be developed a bit more deeply. There seems to be no real way to know how is the level going to progress and as a player you just have to assume that you are going to die multiple times to find out. Overall, good work.
Pretty simple concept, well executed. I like the idea of having 3 characters on your journey instead of the typical lives mechanic. You have plenty of room for more level design if you are willing to continue the project! Well done!
This requires some good parkour skills I wish I had. Nonetheless, having multiple paths to choose from is something that allows the player to make decisions based on what they can see in advance of the level, so it's up to them whether they prefer to experience a harder but shorter way or a longer but easier one. Good job!
The concept has been chosen wisely, the game feels smooth and is easy to understand. Great work!
Usual simple mechanics of the fighting genre that do the work and visuals that are very attractive to the eye. Well done!
A tower defense that is very complete. There is a part of the map that is covered by the UI, other than that, really good job!
One of the things I always enjoy in games is having a good looking UI, and even with the small time we had, you managed to pull a very simple interface that really does the job. Nice game!
@fre I was inspired by a city like Benidorm in Spain, where it was allowed to build too many huge buildings almost inside the beach, blocking views, and making it look pretty ugly. I think most people prefer to preserve natural creations rather than that, but yeah. Thanks for bringing to us your ideas!
@koala-squad First, thank you for taking your time to give us feedback about the game, probably you have put more time into that than the amount we had to develop the game in the jam. Jokes aside, we are already aware of many of the things you said but, once again, the time resources were so limited that we had to make cuts where we could in order to reach the deadline, and this applies to everyone that joins the Ludum.
I will gladly answer to some of the statements you made that worry me the most and that are not a point of view. But first, I am happy to se that you really liked the theme!
The game was made playable on HTML5 as it has the best accessibility for everyone, however, as many others say in the comments, they know that it is much best suited for mobile or simply a touch screen, you may take that into consideration. Many games are made for trial-and-error, and as far as I am concerned, the streamers that played my game or even the testers, understood the game like in your case, in about three attempts. I do not see that it really matters to lose your first 3 games in only 10 seconds to play another one consecutively to end up understanding its simple and only mechanic, I have seen much worse wastes of time.
Regarding the artistic branch, we had a dedicated artist for that job and we are very proud of her work. Same goes for the music. There are multiple platforms were you can compose your piece digitally and thus, creating your own content without having to rely on purchasing real instruments, learning to play them or even hiring musicians when the plan is to make a game with no budget in 3 days.
I would like to remark that the games made in an event like a gamejam should not be placed out of their context, where the main goal are not profits, but learning and gaining experience. But, do not get me wrong, the first person I would love to have writing a review of a full production game of mine would be clearly you! :)
To finish up, I do not understand what you mean by "Venus", the game is called "Views" which I believe it IS enough representative for the game.
Cheers, Arnau
Came here for the lols, stayed here for the bots. Seriously, that little robot dancing at the sound of the music in the main menu... can't stop watching it. Love the Menusss and most of the UI.
It works really well with the theme. Great game overall!
What pushed me the most to win the fights was to see the winner animation of these cute little gems. I think the geometry of the arena fits really well with the theme.
Entertaining and good skills required. Would like to see more!
I like the mix of mobility mechanics, it turns the game into a pretty fun and skilled game. Nice work.
This is a tough game in terms of the theme but nonetheless entertaining. The walking part may feel a bit over extended and punishing if you fail, I think checkpoints would do the trick. Good job!
I like that the level is designed so you can do different things with the same mechanic. However, I'm very impatient and that elevator didn't seem to care. Nevermind, worth the waiting time for the particles at the shooting part.
Christmas is love and preventing the creatures from stealing presents is the best thing you can do in a game, not to mention throwing elves in order to acheive your goal haha
The mechanic of throwing sensei makes the game enjoyable enough to go through the levels, but with the added difficulty of rescuing the students it's a plus!
Variety of enemies and weapons, what else could I ask for?
Had fun cause I know the people behind those faces ;) Still don't know what happens after wave 4.
I love the aesthetics of the game and, unlike many others I've seen, the theme is the core mechanic so it's always present. I'm looking forward a finished version of this game!
Lovely characters and visuals. The attack would be of higher use if it prevented the enemies from exploding if you killed them before they reach you, even though they move so fast I can barely hit them haha. Pretty nice concept!
Wow, this was incredible. 5 minutes of pure joy you have created. This game would really work on a larger scale and I am looking forward on you doing so, there is plenty of development potential. Well done!