Fluffensnuff by Rongo Matane 2019-05-01T10:57:15Z
Really cool puzzle mechanic, simple concept but with a lot of depth. And lovely graphics, murdering small animals has never looked so adorable :p .
Foon → Ludum Dare Explorer → Users → berumondo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | 👥 | Ravenous | jam | 555 | 3.45 | 3.16 | 3.29 | 2.78 | 3.44 | 3.03 | 3.21 | |
| 2019 | 44 | Your life is currency | 👥 | Against The Ninja | jam | 720 | 3.27 | 3.42 | 3.00 | 3.00 | 3.36 | 3.53 | 2.46 |
Really cool puzzle mechanic, simple concept but with a lot of depth. And lovely graphics, murdering small animals has never looked so adorable :p .
Nice game, congrats on being able to finish it on your own :) . Like other people already said, using the blood trail to show where the player has already been was really cool idea. It took me some time to understand how the blood stash worked though. In retrospect it makes perfect sense that you keep whatever you didn't spend for later purchases, but it just wasn't very clear from the get go (then again i just woke up and haven't had my dose of cafeine yet so maybe that's why i didn't get it :p ).
Also i'd have one small suggestion to make about the camera : you could center it on a point between the player and the cursor, like halfway between them maybe, or closer to the player (i think nuclear throne does something like that), that way it feels more comfortable when you're aiming at an enemy in the distance. Of course that's unless you do want the player to feel uncomfortable and not be able to see too far ahead, but having access to more information also helps to make more strategic descisions.
Overall, really cool entry, gg :)
Thanks for the feedback folks :heart: this is the 1st game jam we made together as a team and we had on ton of fun making it.
But yeah the spawn rng is the thing that's the least well balanced, the only thing i really specified is that skulls have more chance to spawn if there's not a lot of them already.
@theustweak i kinda agree, the thing is when we started we wanted to give it more of an action rpg gameplay (something like Bastion for example), but that would have required mouse + keyboard controls, and i knew right away that i would not have time to implement that properly (like, i wouldn't want players to die because they clicked outside the window and lost the focus, and there's no way to prevent this with gamemaker studio without having to build your own cursor system). I still though that i could make it word with keyboard only controls, but it was only like 40 hours in that i realized i could not, so i went back to a simpler gameplay that requires only a couple buttons. So i only kept the dash and direction lock because they worked, but they weren't necessarily relevant anymore. And i still think this game would work with a more complex gameplay if it had mouse and keyboard controls, it would make it way easier to go circles around mobs to dodge and attack at the same time, and you'd still be able to use spells / special skills in addition.
And here's a few tips for anyone having trouble with the difficulty : you need to keep 3 or 4 skull nests alive to build your damage multiplier up to x4 (which is the max), and you're gonna want them to spawn in the same corner of the arena so you won't get surrounded by them (you'll just have to pray for good rng for this). Until you have a high combo though, you're gonna want to dance around ennemies to avoid their attacks and adopt sort of a hit and run strategy (you can still spam your attacks on the mages, they really don't have a lot of health). Once you've built your combo to the max you can pretty much destroy anything, even the big guys only die in 4 hits, you just have to make sure there's not too much skull piles, otherwise you'll end up spending too much stamina to kill the flying skulls and you won't have enough left to kill the other monsters.
@vinay-rao well glad to see such a positive reaction, that means a lot to us :)
We are gonna keep working on the game (at least to keep building up experience working together), but since we're just a small amateur team i think it's better if we keep it small scale and stick to a score attack game. In any case if we manage to make it something that looks like a finished product and we're satisfied with it, we'll upload it to itch.io as well.
My favorite concept in ld45 so far, makes much more sense to me than actual math :D
Nice puzzle game with simple mechanics supported by clever level design, I really enjoyed it ! I like the ambiant music you chose but the respawn sfx is a bit harsh. I'll definitely come back to it later to try to solve level 16 :)
Good job !
Thanks for the constructive feedback folks, it really means a lot to us !
Sorry about the difficulty though, I had too much fun making small visual effects and didn't take the time required to polish the difficulty curve. I like to make challenging games, but I don't want to make people feel discouraged right from the beginning. ^^
Also it didn't even occur to me that there was no in-game indication that you had to type the text, which could have probably easily been fixed by making the text prompt look like keyboard keys.
Anyways, thanks for playing the game <3
@xhant well the concept started off as "you have nothing, and you have to stay with nothing", so you start with a healthy leech-free body and you need to keep it that way ;) But yeah that's the most original thing I could come up with the theme, I wasn't really inspired by it.
@yyam haha yeah we tried to make the leeches very hard to dodge, so that you would have to use the typing mechanic eventually, and grabbing just a couple of them isn't very punishing anyway. If we had more time to make a real scoring system, it might have been fun to make it so that you get points when you get rid of the leeches, so that you'd have to take the risk if you want to go for a high score.