Power Levels by alexander0153 2017-08-12T08:24:12Z
Nice graphics! Shooting should be on mouse-button -- using space for shooting is really awkward.
Foon → Ludum Dare Explorer → Users → BLK Dragon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | Polychromatic Escape | jam | 755 | 3.24 | 3.01 | 3.34 | 3.03 | 3.55 | 3.30 | 3.37 | |
| 2017 | 39 | Running out of Power | Danger Forever | jam | 387 | 3.41 | 3.23 | 2.32 | 3.09 | 3.58 | 3.19 |
Nice graphics! Shooting should be on mouse-button -- using space for shooting is really awkward.
Nice idea. Controls/camera are kinda get in the way of fun -- camera should really look straight so arrow-keys controls are intuitive; or even better, bunny movement should not be "grid-based" -- this way, placing battery into bunny would be much more easy.
Fun shooter, pretty polished already. Camera movement and screen-shakes on explosion should be more subtle IMO.
Fun idea, nice visuals! One nitpick -- ship movement has way too much of inertia, avoiding enemies feels kinda random test of luck.
Sorry for being harsh, but as long-time fan of fightings and beat-em'ups I can't stay silent about some stuff : * player attacks are way too slow * there is no any hit-reaction when your attack connects (a simple flash/particles will do) * enemy doesn't seem to react to your successful attack (hit-stun would be nice) * fast and strong attack doesn't really feel any different
Visuals are really nice though -- that's why I'm so critical about combat :)
Nice idea about electron "tunnel effect". Gameplay lacks variety and becomes too repetitive too soon (yes, I've read you had little time for that -- there was probably no time for adding more enemies/obstacles)
Interesting twist on brawler, pretty polished too. Attaching to socket should probably be automatic, when you near the outlet.
Nice visuals! You should really make `up` button as jump -- would make platforming so much better.
[@fusionnist](https://ldjam.com/users/fusionnist) It's pretty insane hi-score I'd say -- game was designed to be hard and short, just because there's not much content there (all environment is 4 tiles randomly combined). I'll definitely evolve this prototype into 'proper' game later.
[@huvaakoodia](https://ldjam.com/users/huvaakoodia) Environment is kinda programmer's art -- I did it all myself, in a rush -- so yes, it's kinda repetitive. But gray?.. I mean it's rather colorful :)
[AFlatThrasher ](https://ldjam.com/users/aflatthrasher) '2' is debug key to drain energy, 'shift' is for not-implemented boost-glide which currently only causes crash. I should've written controls in description and tell NOT to press any other random buttons :)
[@feips](https://ldjam.com/users/feips) Controls are: arrows to move, `Z` or `Ctrl` to shoot.
[@raaaahman](https://ldjam.com/users/raaaahman) Well, 'danger forever' implies you won't last very long :)
[@pedro-romero](https://ldjam.com/users/pedro-romero) Yes, enemy and destructible stuff should drop some energy -- that would be more logical, just didn't have time to do that. Currently, shooting stuff is only for points -- which is not entirely pointless :)
[@tomahawk2001913](https://ldjam.com/users/tomahawk2001913) Wow! New, even more ridiculously high hi-score :)
[@sokette](https://ldjam.com/users/sokette) This is known issue with collision/physics, which (sadly) won't be fixed in current version.
[@shell-pirate](https://ldjam.com/users/shell-pirate) Sure, enemy should "think" about what they're doing -- in the jam-version they just shoot randomly (and shot range is unlimited too). Oh, and BTW enemy weapon range is smaller than player's -- so combat is somewhat "fair" :)
[@shess](https://ldjam.com/users/shess) Thanks! Yes, I'm going to make it a "real" game a bit later.
Nicely dystopian art. Player movement has waaay to much inertia, makes platforming (unnecessaryly) hard.
Nice mechanics -- loosing range-of-visibility when losing power, this adds a good amount of tension to gameplay.
Fun idea. Probably should do level a little bit forgiving on start. And 'restart-level' button would be nice.
Visuals are nice, fit the theme. Controls were a bit odd -- should really use 'up' button for jump.
Nice shooter, brings memories of Super Stardust :)
Kinda simple, but fits the theme. Art/music/gameplay create "right" tension.
Interesting light/shot mechanic, kinda reminds me that particular place in Dark Souls 1 where you can't see anything :)
Cool aesthetics and overall game-feel. Ship movement feel 'right' -- I feel like I'm actually piloting something. Also world exploration + narrative feels good.
Nice walk-around-the-planet mechanic, graviyty changing seems a bit off though.
Cool eerie experience. Everything fits together - visuals, music and sound. And it fits the theme :)
Nice aesthetics! Visuals, music/sounds, character design - everything fits together. Having to create platform under your feet is challenging enough to be interesting, but not frustrating.
That was fun :)
Nice dark atmosphere - both visually and graphically. Collecting/enabling abilities to allow farther exploration - fits theme perfectly. You should probably allow to turn off motion-blur (very slow on integrated laptop Intel cards)
@daitse I had literally no time left for making 'real' ending, not even a 10 minutes to add some particle-effect :)
@danie character wears skin-tight leather suit -- probably a bit oversexualized (but not too much I believe). And jump "animations" are just a couple of poses :) (as usual, no time to do more)
@ryano Yea, collision-geometry is way too complex which (quite often) causes bugs -- making character movement/collision work in "full 3D" is much harder than I've thought :)
@bytinggames Thanks! Enemies were planned (color-coded and all that) but I'v dropped them on the second day -- it was clear I barely have time for environment / shooting / keys /UI. I'm was thinking about mini-boss like big rock golem trying to kick you from cube to space :)
@croewens Most probably Ratchet&Clank (haven't played Mario) -- to be honest I just wanted to do that kind of stuff :)
@dodelov Thanks! The character movement/collision is much harder that I was expecting, also level (collision) geometry is way too 'chaotic' so yeah, those collision issues often prevent player from completing the level. I'm going to look into it later this week (since I'm going to re-use this code anyway).
@nsadie I think it's double-bug :) First, crystal (most probably) was teal, not green. Second, white color can destroy anything (maybe it should be a feature)
@nisovin @bassguitarbill @dodelov @ryano You might want to try updated version ("post-jam" one) with improved player movement/collision -- now you have far better chances to get to the end :)
@daitse Now it has a 'real ending' :) (post-jam version)
@sprotex Thanks! Post-jam version has many movement/collision issues resolved, so it should feel much better. Collision handling in such chaotic 3D-environment (where you can change 'up' direction) is much harder that I initially thought :)
@itsdanidre Thanks! I'm just curious, is it nausiating when you go over cube-edge (when gravity vector changed a lot, fast) ?
@alphish Thanks for your extensive feedback! Starting from "true zero" would be kinda tedious I thought (like you have to find jump ability etc). Also I was fixated on gravity-changing idea :)
Very atmospheric, yes! I think lowering player movement speed and narrowing camera FOV will make game even 'scarier'.
Surprisingly good fight mechanic - with proper 'tells' etc. Sadly it has no sound.
That's one unusual twist on the theme! Interesting mechanic, I don't this kind of games see that much, especially on jams. Music/sounds are kinda minimalistic, but creates good atmosphere.
Interesting idea. Music/sound create kinda serene/meditative mood. It would be nice to be able to rotate/zoom around planet with mouse (MMB-drag to rotate, wheel to zoom). Also it might me more interesting/pleasing to have some landscape (instead of perfect ball).
Funny sounds and music. Also, genre is more like (hardcore) bullet-hell/puzzle :)
Kinda reminds me of Rez (from Playstation2). I feel this can be polished into 'real' game.
Nice eerie atmosphere (music seems a bit off though). Aiming/shooting feels wrong, slow and imprecise.
A relaxing puzzle with nice music. Some changes in controls might make it more pleasant -- allowing to connect stars without holding mouse-button (like drawing poly-line in any vector editor), and allowing to clear and edge (connecting only two stars) by right-clicking on it.
Intro sequence - props for that! Funny main character. Kinda unclear what's eatable and what's lethal (learned with trial-and-error but still), could use some distinct 'OMG I'm hurt!!' SFX. Background feels a bit off, probably because 'galaxies' are far too bright (and feel like first-plane, gameplay objects).
Interesting concept! It really need proper music/sfx to get the mood 'right' though.
Nice aesthetics. And interesting gameplay mechanics. Slightly repetitive/monotonous, but I suppose it's meant to be kinda meditative experience :)
Interesting aesthetics and mechanics. Major 'complaints' are about controls -- up/W for jump would make movement easier/controllable. Also UI only works properly in 1920x1080 resolution.
Interesting 'meditative' puzzle :)
Interesting take on 'start from nothing' theme. A bit more sounds (footsteps at least) would add to atmosphere greatly.