Energy Collector by peremily 2017-08-14T19:46:27Z
So... I have to pay $3 if I want to experience the full game and rate it?
Foon → Ludum Dare Explorer → Users → azziliz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | 👥 | Trap in the dark | jam | 699 | 2.93 | 2.89 | 2.91 | 3.22 | 2.78 | 1.33 | 1.69 | 2.66 |
So... I have to pay $3 if I want to experience the full game and rate it?
Agree with people above. The balance could be improved and the graphics are a bit buggy at times. Still a solid basis for improvement. Good job.
Nice graphics, nice balance, good sense of progress. Great game, thanks.
No game? :'(
I like this game, it's very similar to mine. Good job.
Looks like you really had some fun playing with the camera. Good job.
The inertia is a nice idea but the gameplay is quite counter-intuitive for such a game. You have to refrain from shooting to spare energy, right?
With the WebGL version, I had a glitch with the knight wielding the sword repeatedly without me clicking. This prevented movement and made me fail within seconds. Other than that, solid game. Good job.
Incredible graphics but I'm not a huge fan of the gameplay.
Having to go back to the base -with nothing to do on the way back- breaks the pace.
Also, I find it hard to aim precisely and the difficulty is too high. I couldn't even beat lvl 1 :(
No game? :'(
Nice game. Takes a bit of time to get used to inertia.
Beautiful graphics and audio but a bit too hard for my taste.
I'd like to see the learning phase (first penetrations, first baby kills) ~30% slower. It's ok if it speeds up afterwards.
That music was really incredible. Great job.
Mate, it's nice to write blog posts but if you want more people to rate your game, you should really rate other people's games.
Good job. I had a lot of fun playing this.
That game was far too hard for me
These graphics are incredibly beautiful. Great job.
Very nice. I wouldn't mind a slightly bigger line of sight but it was a really funny and innovative game. Good job.
Agreed with comment above me. I want the R key to refill my energy, please.
That was hard and really fun. Good game.
Controls are a bit rough and I was expecting more than one level. Still a solid game. Good job.
Nice one. I died because an enemy spawned just on me, which is a bit rough. Other than that, solid mechanics and graphics.
I don't know what to think about this. It's beautiful, innovative, very different from all other entries. But can this really be considered a game?
A few typo but no obvious bug. Good point.
I can't figure out how to win, though.
I tried boosting power first, then happiness, then disabling power.
I end up with very high power and hapiness but I can't enact other policies without creating a revolt.
Care to give me a clue?
Still no game? :(
Nice mechanics. Makes the game simple and challenging. I liked it.
Agreed with other people above. This game is missing a bit of action. Works fine though, which is a good point.
Nice game. A bit short and slow paced but the mechanics are solid. Well done.
Really impressive.
Fast paced, good balance and controls that feel "right": inertia, rotation speed, ...
Great job.
We're in
Yes, mazes after level 9 are randomly generated.
Thanks for the feedback!
@puarsliburf, yes unfortunately we had to disable traps from random levels at the last minute because they were sometimes in the path and unavoidable. We need to implement pathfinding and make sure they're out of the way before putting them back
@tapestry, yes that was the plan
we lacked the time to add healing items too
@some-nerd, the RNG has always been part of the plan. But it was supposed to be more balanced: exit far away from the entrance, powerups on side ways, traps in dead ends. I missed the time to write a pathfinding algorithm to enable all that
@daneestar the goal is just to go as far as possible. Level 52 is a pretty nice score, congrats. Also, you're right: randomly generated levels (those after level 9) are "too" random. They need traps, better placed stairs and powerups, better contrast between floors and walls, and much much more. Thanks for the feedback.
@smokib weird. May I ask your version of chrome and operating system?
@teddydd, thanks for the idea, we'll consider it after the bug fixing.
I agree with other people: some balance work is needed and the controls could be a little more fluid. Still a solid and funny entry. Good job.
Please mate, rate more games if you want yours rated.
No game? :(
I got stuck in a rock and lost 2000 power within seconds.
Pace is a bit slow for my taste.
Solid game otherwise. Good job.
WebGL version didn't work in my Chrome :(
That thing is going to end badly for puppies
I tend to agree with the others for drawbacks:
- not enough vision in front of the bus
- and expecting the player to learn about effects with trial & errors is not the best gameplay
Still, it works flawlessly and the balance is nice.
Bonus points for a clean source code that doesn't use one gazillion libraries.
I liked this game and spent quite a lot of time on it, which is a good point. My comments: - the first 10 minutes of gameplay are my favorites because there is actually a real chance to lose if you mess up construction order. Once you start pumping power stations, it's basically god mode - some counters are really weird and/or hard to understand. It's not clear why the saplings one never goes back to 0 once you start building sawmills. Also, my iron tool clock kept telling me I was losing 2000 tools per minute while the tool count was actually stable (the clock seem to include tools lost by coal production but do not factor tools produced by the iron toolworks). - I wish the manual production of saplings was multiplied by the number of houses, just like all other manual productions. I had to click on this button far too much. - I'd like to see a distinction between the cost to build a building and the recurring cost of this building, once build. It took me a long time to understand that the coal buildings were responsible for my tools disappearing (at first, I thought it was a bug). And I never really knew how many tools per minutes were consumed by my coal mines and power stations - Once you start producing iron tools, stone tools appear to be useless. They keep stacking with nothing consuming them. Why having them at all then? Maybe make the iron buildings consume stone tools?
Again, great work. Thanks for these fun times.