Green Dragon by 4xisblack 2014-08-28T07:53:00
Ending left me spooked.
Foon → Ludum Dare Explorer → Users → awsumpwner27
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Climbrr0 | compo | 581 | 2.77 | 2.77 | 2.52 | 3.20 | 2.47 | 2.50 | ||||
| 2014 | 30 | Connected Worlds | Coplanarity | jam | 587 | 2.92 | 2.72 | 3.04 | 3.64 | 3.24 | 1.31 | 2.06 | 2.46 | 95 |
Ending left me spooked.
I love this game. It's so clever.
Taking into account the comment on the console in the background, I dug a bit, and with the help of a friend, tacospice, I figured out how to remove it.
This game is great. Though the controls may at first seem a bit sensitive, it makes a great deal of sense when the game gets faster, and moving that fast feels great. My only complaint is actually how slow you end up going before losing.
My computer is terrible, but in spite of that, this game looks like it's doing heavy lifting, but somehow it runs at a playable rate on this thing.
Also, the background art is very nice.
I was impressed by how many levels there are. I played them all, and each time there was a new one, it came as a pleasant surprise. Took me a while to clear the third level; it's the last one before the replay mechanic is introduced. That was a very sudden bump in difficulty in an otherwise well-balanced game. Liked the choice of colour in the pixel art, loved how each additional replay adds another layer to the music. Overall, very nice work.
The first time I tried playing this, I actually ended up making my wrist sore trying to overcome the damping of the mouse movement speed, lol. Still, I thought it'd be worth it to give it another shot, and I cleared all the challenges. The one where you have to get the pendulum high up off the top of the screen is probably the hardest. I had on two occasions gotten it to read as 19.9 and even once 20.0 without completing it. So close! Eventually, though, I eased up and began to really enjoy the game as a relaxing diversion. The music certainly helps for this. Nice work.
I found a bug where if you hug the right wall and jump, you get stuck in the jumping animation on the ground, and are then unable to jump. A minor issue, ultimately. Nice entry! I appreciate the creativity in designing the helpful environmental elements.
It's a little tough to coordinate pressing buttons to move, jump, aim, and shoot sometimes, but I love the concept. Cool game.
Ha, this game's just overflowing with charm! Well done. The boss fight gets pretty crazy with the attack patterns, which I like, but the fact that the things you're dodging are the same colour as you is a little disorienting. Still, the challenge was plenty fun. Best of luck!
The gameplay could be expanded upon, but there's a pretty good depth of strategy there already. Also, the music is lovely; it matches the narrative's themes to a tee.
Hmm, I think I got the hang of it, but taking sharp turns can be pretty difficult. Makes me wish there were some kind of movement option that made it possible to better maintain speed around corners. The core idea is fun though, and it's a pretty novel concept. Nice work!
There's something pleasing about the abruptness of the ending. Cool entry. I noticed there's a tendency for some of your units to have nothing to do. It'd be neat if they had some way of providing support to nearby allies.
There's no doubt, it's visually stunning, and the sound design is excellent too: The threatening hum of the enclosing barrier, and a higher pitched whine providing an indication of offscreen lasers. Still, sometimes a laser might come from out of nowhere, moving at remarkably unreactable speeds. Maybe you could introduce some lenience like total invulnerability to lasers in midair or something similar. Anyhow, this is a great entry, to be sure. Best of luck to the team!
I love Dot. Adorable.
Also, and this could be something particular to my system, but I encountered a strange bug where if I resized the game window, all the text would disappear. At first I thought the text wasn't appearing at all, but it's when the window's resized. Well, it didn't keep me from enjoying the game, but figured I should report it.
I almost couldn't get past the first screen. Turns out my display's resolution was 1366x768 and the game window was 1600x900, so the door to the right was offscreen! Eventually I figured out how to maximize the window, which got it to fit, and I could continue playing. Very atmospheric. Cool that it was written in C++ too.
It didn't quite click with me at first what I was meant to do, but once I got it, I was hooked. Something about the need to dodge attacks contrasted with the incentive to stand still and prioritize certain targets, I love that core loop. I figure it might be a little easier to pick up though if there was something more to differentiate the ghosts besides their behaviour, and maybe more feedback on the damage dealt; it took me a while to realize how effective it was to dig while moving. Great entry, best of luck!
Oh man, the loot multiplier is overpowered! It's pretty crazy to go from struggling to collect 100 gems to accidentally earning tens of thousands of them. I figured at some point I'd lose some of it, but as far as I can tell, you get to keep it all. I know this would be a pretty substantial change, but it'd be neat if part of the challenge would be buying upgrades in the midst of combat. Also, I got a kick out of some of the writing. Cool game.
Wow, the way you established the setting of the game with audio was extremely effective. Also, I really like the character design. Nice work.
Wow, this game is pretty difficult. It's pretty satisfying to learn to play, though. Especially since the time investment of each attempt is so low; there's no waiting, you can get right back in and try again. It's a little tough though when you eventually hit something just a little too hard for you. For me, it was the place where the spikey floating cyan hazards are first introduced.
Also, I was playing on gamepad, and not that it affected the gameplay too much, but there didn't seem to be a deadzone on the stick input that I could notice.
Anyhow, cool entry! Best of luck to you.
Loved the story in the game, played it through to the end to see it all. Although I actually almost didn't. I don't know why, but the mouselook sensitivity was really high for me. I could move my mouse a few centimetres and I'd turn around maybe 8 times. Don't know if that's just me though.
I dig the look of having all the graphics be procedural. Crisp lines, smooth animation. Very nice. Also get a kick out of the game's title screen also seeming to serve as the game over screen.