Good Night by Romaing 2015-08-31T13:47:00
The game was pretty fun! Loved the combos!
~Cake
Foon → Ludum Dare Explorer → Users → cake
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Grave Wrangler | jam | 785 | 3.40 | 3.42 | 3.10 | 3.70 | 3.72 | 2.69 | 2.00 | 3.02 | |
| 2023 | 54 | Limited Space | 👥 | Tiny Treasures | jam | 911 | 3.16 | 2.70 | 3.45 | 3.62 | 2.35 | 2.58 | |||
| 2023 | 53 | Delivery | 👥 | Gob-Eats™ | jam | 3.50 | 3.00 | 2.66 | 4.33 | 3.87 | 3.50 | 3.62 | 3.12 | ||
| 2023 | 52 | Harvest | 👥 | Blighted Crop | jam | 560 | 3.26 | 3.04 | 2.92 | 4.09 | 4.09 | 2.85 | 2.76 | 3.11 | |
| 2022 | 51 | Every 10 seconds | 👥 | CatWare | jam | ||||||||||
| 2022 | 50 | Delay the inevitable | 👥 | Boulder Rush | jam | 671 | 3.54 | 3.43 | 2.93 | 3.70 | 3.88 | 3.57 | 3.52 | ||
| 2021 | 49 | Unstable | 👥 | Deck O' Discord | jam | 657 | 3.59 | 3.54 | 3.59 | 2.69 | 3.89 | 3.68 | 3.04 | 3.47 | |
| 2021 | 48 | Deeper and deeper | 👥 | Billy Nauseous | jam | 1315 | 3.28 | 3.05 | 2.88 | 3.46 | 3.96 | 2.68 | 2.96 | 3.25 | |
| 2020 | 47 | Stuck in a loop | 👥 | Loop Snatch! | jam | 1488 | 2.89 | 2.65 | 3.22 | 2.97 | 2.73 | 2.63 | 2.75 | 2.64 | |
| 2015 | 33 | You are the Monster | Super Monstrous Monster Truck Cup! (2P only) | jam | 466 | 3.28 | 3.04 | 3.42 | 3.35 | 50 | |||||
| 2014 | 30 | Connected Worlds | Amongst Worlds | jam |
The game was pretty fun! Loved the combos!
~Cake
Great idea! The gameplay is simple for a complete game but for the amount of time we had it's actually pretty fun!
The only bad part is the no audio, but overall pretty good.
~Cake
Sorry that we didn't mention that part! It is part of the gameplay not being able to move when out of the road! It's a way to keep you on the road and make the game more difficult that way ;D.
We will continue to develop the game at least until it is fully playable (without bugs) and fun (more characters and more obstacles).
Thanks everyone for the votes!
~Cake
Its so funny that we all know just what to do in all puzzles ;D
~Cake
@bakemonomori **Thanks for the feedback!**
A menu was definitely something that was missing from the game, but wanting to deliver a _"playable"_ experience and me being the only programmer with no _code base (everything was done from scratch)_ we just didn't have time... _(in the bug fix version you can quit at any time by pressing ESC)_
As for the bottle... Yes, it is quite hard! this was done intentionally as we only have three levels and wanted to give a bit of a challenge... But our testing and replaying the game during development might have made us "too good" at picking things up.
We might do a revision of the game later on with _more levels_, an _easier pick up of the items_ and some _quality of life improvements_.
A tip if you still want to try and beat the game: _try to approach the item from the shortest path (in the first level try it from the left side, as you will have more time to try and pick it up)_. On the other levels you can pick up items at your own pace as the enemy can be killed.
@kotovnav **Thank you for the comment!**
Sorry again for this, as stated in the reply to **BakemonoMori**, us replaying the game made us "too good" at picking up items. In future revision we would make it alot easier! If you still want to try to beat game see the tips I gave on the reply mentioned. _(the first level is the only one where picking up the item is really hard)_
Oh, and the bottles, glasses and cigar trays are only there for you to play around with physics and demonstrate the time tarvelling mechanic: _throw them around, turn back time when they are mid air or unitl they are in your hands again._
@bit-assembly **Thanks!**
We hear you and we agree that the theme part was slightly _off_... We **really** didn't like the theme and tried to make the most out of it. Some "lore" was planned to try giving a better context to fit the theme, but in the end it really was a miss on our part...
Thank you for playing nonetheless!
_**Amazing**_, I loved every second of it.
**Spoilers:**
I had a really hard time choosing whether I should "give in" or "resist" but in the end I ended up resisting and going back to the loop.
Also, I assumed the **Turn Around** _"error"_ and the music playing over itself was intentional (and a nice touch).
_Congrats on making a unique experience!_
@krebzor Thanks for noticing the hard work, it means a lot! We decided to use the orthographic camera to give it more of an arcady - 2d like feel... Although it is true that it might get confusing sometimes, it did get the feeling we were going for! We will be sure to work on it for the next game that uses this style so we can minimize confusion of where things are comming from :smiley:
@susumu-asaga Glad you enjoyed it! We did notice the bug, but it was too late to fix it... It is caused by the small hitboxes of the little *blood balls* on the floor, the *"force"* of the push makes the player climb them...
If we do make a post Jam version we will be sure to patch it!
@marcoming Thank you for playing! And congratulations, you might just be the first person to save Billie and finish the game!
We always make the point of learning something new each _Ludum Dare_, so I learnt shader graph and that is what is used for the dissolving effect (and the player getting hit also!).
It did cause an issue from what I'm seeing where the HTML version is too slow with the dissolving, causing it to be harder to see enemies when a new level starts :sweat_smile:
@duck-reaction I really appreciate your feedback! You are right, the big teeth trap has a hit area that is hard to judge, especially in such a small space, so next time we will be sure to take more care when implementing mechanics like that.
I also noticed that some people are not realizing that you can shoot diagonally! That can really help reduce the difficulty :smile:
Thank you for playing!
@luckyfeathers Thank you for the detailed feedback! Really helps to discuss the game's problems to improve our skills :slight_smile:
The game doesn't always start the player at the same point, once you defeat a boss, you spawn in the new "stage" until you defeat the next boss. This was done on purpose to reward the player for "learning" each room layout and enemy positioning, but I do agree that it got a bit too hard... I would have liked to play with the idea of adding a limit to the player's _ammo_ and decrease enemy difficulty, but ultimately we didn't have time...
Regarding the bottom wall, I noticed recently that the HTML version takes a much, **much** longer time dissolving the wall. As I mentioned in another comment, I think this has to do with the way Unity ports shader graphs, I'll have to study it more for next time!
Thank you again for taking the time to play and leave feedback :smile:
@boxedmeatrevolution Glad you found the story amusing! Thank you for taking the time to read it and playing the game!
The Puffys are really frustrating! We do think the hitbox on the spikes should have been clearer to make the player feel like it was fairer :sweat_smile:
I did notice the blind spots, but unfortunately didn't have the time to patch it in the deadline! The approach I used for the bosses patterns uses angles, so it was a matter of configuration... Although I now regret it! Would have been better to use rays that could be added and configured in the Unity editor, it would be more visual to make the bosses and no blind spots would have passed into the final build!
@his-games Thank you for playing and taking the time to leave feedback :smile:
I'm happy you think the gameplay is satisfying! The invincibility was not really a bug, there was a configurable time variable for the invincibility of the monsters on the start of a level, this was to make it "fairer" for the monsters that have to "rise" from the ground _(they could be shot before they were ready to attack :frowning2:)_, but I do recognize that it does feel a bit awkward when you play... We will be more cautious of it next time!
@nikolay-zapolnov Hey!! Thank you for playing the game and finishing it!
I decided to use the new Unity input system, so maybe it has a bug on the WebGL port! In my desktop and the rest of the team's computers we can shoot in all directions, but in my laptop I can't shoot in one of them as well :sweat:... Hoping it gets fixed in the next version!
The collisions should have a cooldown! When monsters gang up on you it is really hard, will keep it in mind for the next one!
Thank you again for playing and for leaving feedback :smile:
@evgeniya-zapolnova I wouldn't recommend eating them!! :laughing:
Thanks for playing!
@ultimatewalrus Thank you for the feedback, we really appreciate it!
I'm glad you mentioned bullet cooldown, as I mentioned in another comment, I wanted to have had the time to implement bullet cooldown/ammo, so I'm happy you agree it would have been a good thing!
Such a good entry. I loved the gameplay loop of getting upgrades and going deeper.
As other people said, it would work really well on mobile... I think even better than on a pc, as I'm not the biggest fan of the controls (although they feel good!).
The music was very, very good as well.
I would just say that I would have liked to see the total points I have when the diving part starts and not just the points obtained in that current dive.
The funnest game I played yet in this Ludum Dare, really liked it!
Loved how annoying the colleague was :laughing: _(was not expecting the NFT talk, that was accurately infuriating while trying to complete the tasks)_
Cool concept! I completely failed on my first try, but once I understood the gameplay I found it quite easy... up until 6 minutes, then towers started spawning at a very fast rate and I couldn't keep up :laughing: dustabthorizonsscore.PNG
This was the game I liked the most in this LD up until now, very fun and satisfying to play.
Would love to see a future version with more unit types and different maps (maybe obstacles or types of terrains that affect units?)
Game was very fun, I didn't end up using the multiple shots as single ones without cooldown felt more effective.
Would be nice to have power ups for shooting and more enemy variety to increase difficulty as it was easy to reach the end (although with onlt 74% gold).
Well done!