Going Nuts by nidup 2017-12-05T13:56:10Z
The art is great, the details were what I enjoyed most. The anarchist squirrel, and the monster sound effects were my favorite part. I kept imagining you recording them and it made me smile.
Foon → Ludum Dare Explorer → Users → Brian Wurster
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Space Cactus | jam | 298 | 3.71 | 3.89 | 2.66 | 3.60 | 3.90 | 3.53 | 3.40 | 3.51 |
The art is great, the details were what I enjoyed most. The anarchist squirrel, and the monster sound effects were my favorite part. I kept imagining you recording them and it made me smile.
I liked this, I actually thought the third person mode was harder. The controls were just tricky enough to make it challenging but not frustrating. In first person view, maybe some kid of radar to show where the coins are spawning? I also think both modes could use a life meter so I can know when I'm approaching death.
Really well executed, great art style. Not terribly difficult or challenging, but I don't think that was the intention. I think you could take this idea further with more time and make it even cooler. This is begging for some glitchy music and sfx too.
I really like the procedural generation angle but for me, this was mostly a game about not falling off the white path and getting reset. All of my attention was focused on not falling off rather than solving the puzzle. Rather than punish the player for falling off (which I think is to prevent cheating) I would just force them to stay on the path and it would be a non-issue. That would keep the focus where you mean it to be.
Art and presentation is on point and the theme is really unique from what I've seen so far. Keep it up, looked at your other itch games and you have a lot of potential.
Had fun with this, I agree with others that the execution could be improved. The only health pack I saw spawned out in the wall area where I couldn't get it. I liked the reload, but I think @tuism said it all best. My takeaway was that it could use more juice as well to make every choice and action into a more entertaining toy to play with.
Fun, but my imagination had to fill in the game feel elements. I really wanted the bouncing character to ragdoll around and flop around in a funny way. The spawning foods I was also imagining with their own personalities to pop in or be consumed in hilarious fashion.
Great references, we sat and giggled as I fumbled around trying to compress the 3d file. Small, but delightful
I was pretty confused to start as to what the goal was. Once I got the hang of it, my enjoyment really increased. The game was very hard, I never managed to save the creator. My suggestion would be to have more of the orbs to pickup and maybe give them a bit of a magnetic pull when you get in close. I spent a lot of time hunting for orbs which never came or chasing them only to watch them float away. Increasing the player speed or decreasing the speed of the orbs might help.
"You Killed Ryan" I don't know why the phrasing of that made me laugh, but it did. I liked the creepy art style, it definitely set the tone and strange vibe. I might consider different gameplay to suit that style, rather than the arcade-y collect items. Not sure exactly what, just something to think about.
Nice job getting to the finish line, I didn't notice any terrible bugs. You can see the game had good ideas, but keep working on your execution so you can fully realize them.
Really well executed, but the mechanic seemed to force everything to be less fun rather than more. I think a lot of this has been said in other comments. The only contribution I would make is when you start the game, I think you should be able to make that first platform jump. That was a big obstacle for me, just understanding how to shoot the vortex in the first place.
The environment art looks great. The store wasn't very intuitive to me, I think the UI could be improved to be a bit clearer which was unfortunate because that was essential step in building your deck. Some more sizzle when playing cards would've gone a long way to up the presentation. I'm curious, what engine you're using?
This game hits in a lot of ways, creative interpretation of the theme, polish and is a unique, fun and challenging mechanic. Nice job!
I tried, but mostly was just confused by this. The prompts stated "Press 0" which ended up being Z, etc... once I managed to get by the title screen I was equally confused by what I was supposed to be doing and the card symbology. Maybe I'm just dense. I think this has potential if I could get a handle on it.
My favorite part was "in an alternate reality where backpacks weren't invented" ha. Would've liked some more info on the minimap, I lost my car and never found it again. I think some more aggression from the zombies would've been good. You can run into them/push them around as long as it's from the side or back and they don't react. I don't have a great suggestion for how to solve, but most of the game I was walking slooowly back to my car which wasn't that fun. Very well executed art, music, etc... I felt it could benefit from a bit more intensity to pickup the slower bits.
Really well executed, music, art, animation all really high quality. I would've liked to have been able to move diagonally too and maybe a quick zoom out to be able to see the map/cracks.
To the point and good core mechanic. Lot's of room to expand on the core ideas if you wanted to.
At first I was frustrated, because it became quickly apparent nothing I was doing mattered. As the different messages from the darkness came I realized where this was going and your meaning. Your message wasn't immediately obvious and was received by the end, nice job.
Ha! Very creative babies, I think flower pot stole the show. Very nice art both on the menu and in-game. I think some additional options to deal with the babies would've been cool. Mrs Molly being a robot has so much potential for gadgets and doohickeys to care for the babies. Area of effect items or dummy bots could add another level of strategy and fun. Seems like the worst job in the galaxy...
Ok, the voice acted sound effects made this extremely charming. It was impossible not to smile, after that the gameplay was kind of irrelevant to me, I was having too much fun making different noises happen.
Thanks everyone, @luther at around 100 a bomb spawns, you REALLY need to get it to survive the next wave without being overwhelmed. I tried to set lots of mini goals that way, shoot enemies, get coins, get/use bomb and repeat while keeping the tension high.
@bodom4ever my high score is over 2000, there is a strategery to it even if it isn't immediately obvious :)