Eye Rush by asobi tech 2015-04-22T13:10:00
Holy CRAP that was excellent.
Foon → Ludum Dare Explorer → Users → bernardery
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Law Simulator | jam | 810 | 2.86 | 2.81 | 3.19 | 3.29 | 3.25 | 3.00 | 37 |
Holy CRAP that was excellent.
Lovely music.
Cute!
Good game! I liked it quite a bit, and furthermore I am going to rip off the above commenter's format for my comments.
The Good:
-Very cute graphics! I love the Game Boy lookin' style
-I definitely laughed the first time I got crushed by the weight
-If I'm not mistaken, in order to beat the second level (aka level 1) you have to like, jump on your own brooms?? very cool
-I love the game over text
The Bad:
-I think the 5-ton spell should spawn DIRECTLY over the player. ironically spawning a bit ahead of the player makes it harder to use because you're not sure exactly where it goes. if it spawned directly above the player could still move out of the way and would never wonder where it was gonna be.
-I couldn't beat the second level (level 1). I like that it's difficult but I think the difficulty curve is too steep. I was only on the second level and I was already having to use weird edge-cases of the main mechanics! Again, it's a good idea, but there should be some mid-difficulty levels before the hard one.
-The hit detection needs some work. The bad guys kill me at times when I don't think they should.
The Ugly:
Finally, THE CONTROL SCHEME. I know it's not fair to requrie your game to be like every other game, but space to jump is such an incredibly common thing that I could NOT get used to pressing shift instead, and I often shot spells instead of jumping. Of course a control scheme is a subjective thing, so it's up to you, but I would strongly suggest changing it. I would probably go with z and x. Which one is jumping doesn't really matter, but if a game has a spacebar for controls, people's natural instinct is to use it to jump.
Overall, though, I enjoyed playing your game and might play it more later! Good job :)
THIS
GAME
ROCKS
The music, with good headphones, is INSANELY sick, the graphics are cool, and the mechanic is really solid! I don't have much to say about this game except good job! However, I do have one compliant: it does NOT run well on my computer, which is a somewhat-old (but not ancient) mac desktop. The first time I played it, the load time after resetting my first death took ages, and the second one took so long I think the game was frozen, so I had to force-quit it. I turned the graphics down to medium-level, which helped, but on my second run the game often slowed to a crawl (occasionally just freezing for like thirty seconds). I could have force-quit again and set it to the lowest graphics setting, but I don't need to because I'm giving very positive ratings anyway ;)
I would take advantage of Ludum Dare's patching policies to make it run better as soon as possible, but otherwise you've got an excellent game here, something that could definitely be developed beyond just this jam!
Solid work. The main problem in my eyes is that zombies line up perfectly with each other while chasing you so you can't tell how many are coming after you.
I enjoyed this game! The visual style is simple, but VERY well-conceived and enjoyable to look at! The sound effects I did not care for. I don't mind the game not having music, but I feel like the sounds could have been better-chosen. Mechanically, it's solid, though I feel the take-three-hits dudes show up too fast and take over the screen. I would suggest either making the bomb recharge faster, or making it able to hurt more than one enemy at once, so it's not as much of an annoyance to handle those guys. They're not that HARD, but if you want to kill a group of three you have to lead them around in a circle while waiting for your can to recharge and that's just not fun. Overall though, good job, and I appreciate the positive theme.
Thanks, Techblogogy!
Liam, I spoke with the guy who does computers and he says "make sure he fully unzips the folder, rather than just double-clicking the executable."
I actually had a lot of trouble with the fishing pole game as well! My other team members seemed to find it easy enough so I thought it was just me. IIRC what worked for me was lowering it as far as possible between his legs then raising it while jiggling it around.
Best LD32 game I've played so far. Great job!
I really liked your use of music! That's Chopin, right? Anyway, I was disappointed by this game because it ends too soon! The first few levels are a bit dull, but I really enjoyed the last one! If it had kept going and getting more difficult, I would have scored this higher. Your mechanics, though simple, are well-tuned, and I REALLY like the particular speed and trajectory of the air dash. It was fun just dashing around, but as I mentioned the levels were too simplistic. With more elaborate level designs this could be a very fun game :)
I'm having trouble getting it to run on mac. I exctract the zip into an executable, click on the executable, and then... nothing happens.
I liked this game! The mechanic is pretty interesting, and the graphics were REALLY pretty and cute! I have a few critiques, however:
As others have said, there needs to be more audiovisual feedback when using the clone gun. I didn't really get confused, but as the game's primary mechanic it should have more pizzaz!
Also, the level design could be tighter. A lot of your levels have cool ideas, but don't always fully realize the concepts. For example, on a number of levels toward the end I could *tell* that I was supposed to do a cool trick, and I appreciated the idea of doing it, but I just solved it a different way instead. Now, having levels that can be solved multiple ways is a good idea! Except when the alternate method the player discovers is easier and less interesting/fun than the cool thing you thought of. (one level I'm thinking of involved the skunks to destroy baddies, but instead I just used some well-placed sheep to jump over everything. this could have been prevented if the level was tweaked to make the jump too big to do with sheep).
Finally, the mechanics could use some fine-tuning. The jumping, and hit detection (both for platforms and enemies), and the way the pre-cloned bullets work all aren't bad (in fact, they're probably about average for ludum dare games), but they can definitely be improved. I actually stopped playing on the last level because I was annoyed by the general looseness of the level and mechanical design (however, I might go back and beat it later).
One thing I liked (besides in-general) was the skunks. Having one weapon be a "bomb" is a simple enough idea, but the fact that you have to actually jump on them to activate, then jump back off makes it more interesting!
Again, my special compliments to Ms. Ortiz for the adorable graphics, and good job to everyone else too!