Fading Souls by Erkberg 2023-01-09T01:39:50Z
This is great! I love the visuals in this, super atmospheric. Great music too, fits the game very well. I think I ended up with 9:5 as my score :)
Foon → Ludum Dare Explorer → Users → ben_burnes
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Raise the Dead for Fun and Profit | compo | 45 | 3.94 | 3.86 | 3.30 | 3.38 | 4.15 | 3.92 | 2.68 | 3.69 |
This is great! I love the visuals in this, super atmospheric. Great music too, fits the game very well. I think I ended up with 9:5 as my score :)
@pauljs Thanks! I agree the game is too simple right now, but I ran out of time to properly tune the enemy AI. This is more of a proof of concept of a full game rather than a full completed project.
@zonoxx Thank you! I threw the soundtrack together so fast, but it was fun XD I agree that the game's mechanics means you miss a lot of the autobattler stuff, but I love seeing all the monsters getting flung off the screen out of the corner of my eye haha
@arscene You aren't wrong! I have plans for adding more tile types in the future that would give you more monsters and (maybe) powers over the battle, so being able to expand your board outward is important. But for this proof of concept, I do agree that it's kinda pointless. I wanted to have a use for dirt though! haha
@rjerez192 Glad you like it! The game is definitely too easy as it stands, but I'd rather let people play and have fun with it than get overwhelmed and frustrated with the little demo here :)
@fusionnist Are you dragging diagonally? I guess I didn't mention that you can go diagonally for matches. I don't have logic in place (yet) to check if the board is locked but considering the low number of possible tiles it's VERY unlikely.
@salmonmoose I love puzzle craft! Played the heck out of both of them :) the selection is a bit tough and that is mostly related to hitboxes. Definitely needs tuning. This turned into more of a proof of concept for a game than a full thing but I'm glad you enjoyed it.
@monoh-behavior yeah the gameplay is a bit light right now but I'm glad you had fun with it :D
@miltage thanks for the feedback! I agree that splitting your attention can be tough and you kind of miss out on all the weird action in the autobattler side of things. I really like your suggestion with resources dropping up top to get you focused on the chaos a bit more!
@adam-konig thank you! Glad you had fun :) I agree that the split attention keeps you from watching all the action. Gotta figure out how to manage that better and offer incentives to watch the chaos.
@kodingnights it's not designed to be tough. This is more of a proof of concept than anything else. I agree it's too easy though haha. Glad you had fun with it though!
@danmerey thanks! There isn't a ton of mechanics yet, but I definitely want to add more things once the jam and review period is over :) As far as the UI stuff, I definitely ran out of time there hah
@jason-wilson thank you! I agree the game is a bit empty right now, I was so wrapped up making the mechanics and the art that I forgot to add more escalation. I did up the difficulty of the game a little bit (but I'm not pushing an update out until after the review period ends) which better justifies buying spaces so you can get bigger combos.
I would love to do a campaign mode and I have some thoughts on how I want to approach that. I think there's a lot to do with this game once I have time to work on it more :D
@bowen That is exactly my plan! I mostly just ran out of time. I was thinking that matching a bunch of bones spawned skull tiles, and matching skull tiles creates more powerful monsters for the battlefield. I'd love to have it be a big chaotic mess up there while you're frantically trying to match things and keep up with the tide of battle. Glad you had fun :D
@soonthespoon I'm glad you enjoyed it! I got that feedback a lot where you're so focused on the bottom screen you miss out on the top. I like the idea of a timer or something that would help pull the player's focus to the fighting up top.
@kirsten-lee Glad you enjoyed it! I have a lot of ideas that I'm cooking for the game to make it a bit more deep and interesting :D
Thanks for the feedback @erkberg! I'm currently working on an update to add a bit more depth and strategy to the game aside from just "mash monsters together until someone wins". Working on a system for spending coins to unlock more powerful tiles along with spells you can cast to give you more advantages. Hopefully will get something out in a few days!
I agree that it could be a bit smoother to select tiles. It's a tough balance because if you make the hitboxes too big, it creates problems doing diagonal selections. But if you make them too small it causes problems with ALL selections 😅 I'll put it on my list to check again and maybe try some different collider shapes to give clearance for diagonal matches.
@erkberg since you commented recently, I wanted to send you a ping that I did push a bunch of new updates this afternoon, including a better hitbox for tiles. If you have time to give it a shot, I'd love to hear your thoughts. Here are the full patch notes :)
https://tallbeard.itch.io/raise-the-dead-for-fun-and-profit/devlog/479955/raise-the-dead-feature-update-v20230122-03
No worries @erkberg the build will be there whenever you have time! Have a good one!
@cataclysmicknight Thanks so much for the kind words! I'm so happy you enjoyed playing it :) I definitely added a lot more features since the jam ended and I want to put a bit more in before I can call it a completed "demo".
Two of the additional gameplay modes make the game a bit easier, so if you're struggling you can flip those on it makes things easier. The game definitely might be too tough right now though. Lots of numbers that need to be fiddled with.
Thanks again for the kind words! I'm glad you liked it.
@cataclysmicknight yeah the check box image is really small. It's an easy fix, i should take care of that. :D
@mcbombadev thanks so much! I'm glad you had fun with the game and you are enjoying the music you picked up. I'm not fully sure if hard mode is beatable without some of the modifiers on, to be honest. The game isn't exactly "well tuned" yet :P
This is great! Took me a little bit to get the hang of it, but I was able to beat it! :D
Not rating this one yet because the BAT file just opened and closed without opening any application. Let me know if I'm doing something wrong here 😅 The example video looks really cool though!
This is such a funny concept. Good presentation too :)
I really like this, but my death is super trigger happy and was taking people out when I was just trying to walk past them. Would be nice to be able to click to confirm the scythe swing. Honestly super polished though. Controls great and looks fantastic!
This is a really cool little mix of puzzle minesweeper. I have a hard time figuring out which tiles are "good" sometimes, but I struggle with regular minesweeper too haha
I really like this one, though there were times where I just got like 8 flails and big magnets and sat there for the whole level. I noticed in the screenshots some other enemy types, are they random or do you need to play longer to discover them?
This is a great concept! You mentioned already that some extra visual feedback on interactions would help and I agree. I was able to create a thing though!
This is really great! I love the concept here and MAN is this hard to control (in a good way, once you get the hang of it). I wish the icons on the right were actually buttons. I finally got enough to get another scythe and accidentally clicked and made a bunch of crop spots instead :( My fault for not reading the directions hah.
This was a fun little game! I liked all the logic pieces you had to take into account when arranging everyone. I feel that the blips and bloops in the audio was a bit loud, especially compared to the really chill music underneath. :)
This is great! I imagine you could go really deep with upgrade trees and stuff if you had more time :) Had fun collecting stuff and eventually getting so fast the eneimes just couldn't keep up any more
This was a fun one! I really enjoyed how it all came together. I can see with a bit deeper upgrade tree and a bit more enemies, this being a full game :D It sounds like you ran out of time on the game, but it'd be nice to have the level end once you "harvest" all the veggies. The last few levels had me waiting around for the timer to tick down.
This worked out really well! Took a little bit to get used to, but I ended up sitting in the middle and rescuing crops when they started getting too damaged. I like the escalation of this!
I dig this! Even though most of the fighting is pulling enemies behind you while you fire at them, it's atmospheric. I love the music you made for it as well, it fits.
It's like cookie clicker, except it doesn't take 20 hours to play. So an improvement there. Great job on this :D
I really like this! I think the first map I got was bad RNG because I had no idea what was going on and no crystals or gold was near me. But the next map I started was rich and I won in like 7 days. It was a lot of fun to manage the resources and grow a base. Love the visuals as well.
This is a clean little game, I like the concept of pushing the scythe through things a lot. I felt the controls weren't super responsive sometimes, like there was a cooldown on the inputs and I didn't get the rhythm right. I was able to beat all the levels though! Great work!
I really dig this. I love how big the world is. I got lost a few times and forgot where my crops were haha. Took a little bit to get used to the rhythm of the game, but it was nice once you got into it. I think the animation for falling asleep is a little bit long, but that's nitpicking. Great work!
I remember an older game called S.P.A.Z. (Space Pirates and Zombies) that had a similar mechanic of building your own ship, I think. I really love that idea. I struggled a bit with the interface and things locking into each other. I think that some rotations are preserved, even after you disconnect things and stuff was locking together in unexpected ways. Overall it was pretty cool though! :D
Great visuals in this in this. I struggled to catch things sometimes but overall this was real nice. Also, boy that catch sound makes my subwoofer happy. Rattles my whole desk XD
This is pretty good! Since you can't go diagonally, it kinda reminded me of the 'ol classic Snake. I could score up to 6 or 7, but eventually a ghost kept appearing right in front of me. I imagine that's just bad luck on my part haha
This is a great idea! I can't say I got super far with it, but that's probably more my fault than yours 😅 Like you mentioned, the UI could use a little bit of work, I had some text elements overlapping, especially during the tutorial, which made things tough to read. But otherwise it all worked great.
This is a neat little concept! I like the presentation a lot. I had some trouble pushing the boxes sometimes. I approach it from the right and it snapped to my left. I'm not sure if it's a rotational issue or what. Overall I still got 7 in :D
The itch link doesn't seem to be working, please reply when it's fixed because I want to check this out :D
I honestly love this. I adore that you can click the like button and that the volume slider on the "video" controls the music. Same with the video pause button. Such a clever way to put those UI elements in there :)