Space Drifter TD by Skosnowich 2018-04-28T02:26:29Z
It's an interesting game but the ship feels too hard to control. Could be a good concept for a multiplayer game.
Foon → Ludum Dare Explorer → Users → CalebLewis
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | đŸ‘¥ | Space Captain Rodriguez | jam | 758 | 3.30 | 3.08 | 3.18 | 3.52 | 3.64 | 3.31 | 3.15 |
It's an interesting game but the ship feels too hard to control. Could be a good concept for a multiplayer game.
This was so strange and unexpected, I was scrolling down the LD main page and saw "Legend of Zoom" and just HAD to click on it. Game was really fun.
Absolutely amazing idea and game, executed really well. There does seem to be an issue with a hit sometimes not registering but other than that it's 5/5 all around.
The movement systems didn't feel great and had quite a few issues, but the writing was great and I like the concept as well.
This is a great and innovative idea. The overall vibe is really good too.It feels a tad difficult, however, I could barely make any progress.
Super fun idea! Would be a bit nice to have music but I won't fault you for that ;p
Would be a great way to teach kids to type in a fun way.
Interesting concept and nice graphics!
Fantastic game and an interesting take on the theme! I can't believe this was only done in 72 hours! There were a couple bugs that required me to refresh the page but that might only be on the web version and since it continued where I left off it wasn't a big deal. My one complaint however would be an inability to advanced dialogue faster on our own, I got impatient just waiting for dialogue to finish, but besides that 5/5.
Pretty fun game, cool idea. This could be a good mobile game. In the last few levels there seem to be parts where you can win the level just using the cannon, unsure if this was intentional or not but it made the last couple levels really easy. If you could take some time to check out [my game](https://ldjam.com/events/ludum-dare/41/ludum-dare-41-placeholder-1) as well I'd appreciate it!
Fun game, although the boss pattern was really easy. Didn't try difficulties higher than easy though so maybe more bosses spawn at once or the pattern changes? Overall a decent game though.
Really interesting idea! I've been super interested in deconstruction of what I call "slice of life" games (things like farming sims such as Harvest Moon and Stardew Valley, and games like Animal Crossing and stuff as well) and I feel that games that do so could have a lot of potential.
Cool game, and great sound effects! Doesn't seem to fit the theme from what I can see, but fun nonetheless.
Awesome game! The gameplay is super fun and I love the art.
Cool idea! I like the idea of a tower defense game where your towers are also resources, the execution was pretty simple but with some more depth this could be a great game!
Neat little game, I think if you expand the card game aspects and touch up the bullet hell stuff, it could be really great!
Really interesting take on city building games, the implementation was a bit... buggy, but it's a great idea and the game was pretty fun.
Pretty cool idea, has a lot of potential.
The mood of this game (games?) was really weird, but in a good way. I like it.
I've always liked the idea of a reverse tower defense game. You should see about making this a multiplayer game with one person playing the gnome and one person handling the tower defense stuff.
This is really cool, shame I'm already terrible at Tetris as-is.
If you could check out [my game](https://ldjam.com/events/ludum-dare/41/ludum-dare-41-placeholder-1) I'd appreciate it!
Congratulations on finishing your first jam!
Enemy spawning could use some work, they often seem to spawn right next to or even on top of me without giving me any time to react. The mouse movement also feels really weird and could be refined. It might also be a bit better in a third person/top down view so you can see all the enemies.
Audio was great, added some nice humor to the game. I don't like the system of waiting between runs if you don't wanna pay for fuel, it makes playing the game take way too long. The gameplay itself also felt a bit too easy and repetitive, some variation and challenge would be appreciated.
Definitely an interesting idea! Shame the shields don't seem to work right. I like how on the bottom you show where the boss is as well so our eyes don't have to travel as much (I don't really play these kinds of games so I wouldn't really be sure if this is a common feature but I like it nonetheless). I wish firing would just be an automatic option since there is never a reason NOT to fire and constantly holding down a key to do it is just kind of uncomfortable.
Absolutely amazing. The graphics are great and it's got a great feel. I like the idea @Thygrrr about making the player shoot with the beat as well. My only (very small) complaint is that I cannot navigate menus with the controller ;P
If you could check out [my game](https://ldjam.com/events/ludum-dare/41/ludum-dare-41-placeholder-1) too I'd appreciate it!
Great game. Would be nice to have the controls feel a bit more comfortable and if there was a minimum jump height (so you don't tap jump too quickly and fall), but other than that I have no complaints.
This was a really cool idea and was done really well!
This is like a really interesting puzzle game, well done!
Fun game and interesting concept! It would be nice if we could see what each action was though before we actually use it.
Cool game, nice to see different takes on the same genre-combo! If you have the time, I'd appreciate it if you checked out [our game](https://ldjam.com/events/ludum-dare/41/ludum-dare-41-placeholder-1) as well!
Great concept! I feel like the controls could use a bit of work, like making it so you can't jump beyond the double jump (as it is now, you can just spam j/enter to jump forever) and would love to see some improvement on the movement commands so rather than just preset commands you can string together anything, like f+f+j+b+b+b or something like that. I can't believe you're all only in junior high! You have bright futures ahead of you.
Art is great, and the idea is really interesting and executed pretty well. It could make for a good companion system in a fully fledged game, perhaps with a slower decline in needs.
@Forest Yeah, controller is a much better experience. As for the music, neither of us are musicians (at least not enough to pump out decent music in 3 days) and it was kind of a last-minute thing we tacked on.
@gilborn Yeah, we wanted to do something like that but we ran out of time so we couldn't make the spawning mechanics more complex.
@annie-owl I would've liked to do it in a pause menu as well (as the left side is for dialogue options and the right side is for a character portrait in the middle of the third level) but we simply did not have enough time. We finished only half an hour before the deadline as-is. Hopefully our experience here will allow us to make our LD42 game a bit less frustrating in that regard.
@ethereal-psyche-games Thanks for the feedback! The ship is upgraded once you reach a score of 250! I meant to ask the artist to add it to the help screen but forgot to mention it. I hope that if we turn this concept into a full game it will be a much more cohesive and less confusing experience.
@ashtrail Thanks for the feedback! The hitbox is definitely an issue, I'm not really much of a shmup player myself and my artist didn't really complain about it either, so I figured it would be fine but I've gotten a few complaints about it now (and seeing how you do your hitbox as well I realize that would be a much better way to go about it). As for the audio, my headphones tend to be on the louder side so I forgot to compensate for that when setting the volume, and we don't have more audio since neither of us are really audio people and we barely had time to even FIND the music we used because of how close we cut it to the deadline, let alone find or make sound effects for other things as well. The screaming effect was a audio clip of the artist screaming that he mad awhile back as a joke and we decided it'd be a good touch to add some humor to the game, glad it's been so well received. We've been discussing how to streamline all the current issues with the menus and dialogue into the gameplay itself and make it a less stressful game overall, it's an idea that we really wanna consider moving forward with for a full game.
@sndr As I mentioned on the itch.io page, the Mac and Linux versions are untested and may not work at all. As someone who does not own any Apple products I don't really have any way to test and fix it, sorry.
nani the fuck did i just play
The controls are a bit uncomfortable and it could use some variety but it's a neat concept that I'd love to see expanded upon!
As far as the theme goes, I don't really think RPG aspects and Metroidvania aspects are necessarily incompatible (in fact Cave Story did it to an extent with the weapon leveling system). The combat could use a lot of work as "spam space 2 win" isn't really a fun system. I think if you polished up the controls and attacking it would definitely be a much better experience. That being said, the world seemed pretty vast and like there was a lot to explore so that's nice.
The controls are pretty uncomfortable (controller support would have been appreciated) and it was a bit hard to remember the combos, but once I got it down it was pretty fun. I didn't like how I couldn't play in full screen without using alt+enter and how when I did it would take me out of full screen whenever a new game was started, but overall it's a fun game and a great concept.
I love the concept, but I would love to see some more complexity in what's possible for commands, such as the ability to string together any amount of commands (or at least within a character/word limit) and implement delays and stuff, so like "LEFT 0.5SEC STOP RIGHT JUMP" for example. Some command shorthands might make it a bit easier as well, such as just L and R instead of LEFT and RIGHT.
Interesting idea. Harvesting plants felt a little awkward and the movement felt a bit weird but I think this has a lot of potential as a concept.
The audio was really well done. The gameplay felt a bit slow/boring since it's basically just "wait, decide whether or not to press button, go through dialogue, wait again" so you could definitely improve a bit there.
I like the idea of an "anti-puzzle" where you have to prevent a puzzle from being completed, it's an interesting concept! I especially like how you made the menu interactive. I'd love to see where this concept could be taken with some more depth in the mechanics
A card-game platformer, an interesting combination. I like the game and the concept, but it would be nice if there was either some more draw variety (I got stuck somewhere and had to wait for a jump or a leap to continue on, took way too long) or add in some kind of mulligan re-draw system, like Magic's (shuffle hand back into deck, draw a new hand with one less card).
Great game, really enjoyed it.
I like the idea of controlling the turret via text, but didn't find much fun in it's usage. It's a good concept and I think you did a good job with the overall feel of the game and I'd love to see where you could take this idea given more time to work on it.
@Hello.Coder I feel I should clarify a bit, when I say I wasn't a fan of it's usage I mean specifically just fighting wave after wave of enemy. I feel it could be given more depth beyond that with some more challenge as well. A system like this could be interesting for a tower defense game or something similar.
It's a neat idea, but the RPG elements seem very basic. Psychic isn't really needed since all you can do is attack to begin with, so you won't need to think about using health items or defending, the only thing to do is to just use hit when you can and jump when you can't. Expand the RPG elements and maybe add a bit more nuance to the platforming and you could have a really great game.
Fun idea, but I think it might be a bit better approached as a rhythm game, it didn't really feel puzzle-y to me. There's also no punishment for just spamming all the buttons repeatedly so that makes it fairly easy for anyone who chooses to do that. Graphics were great.
The controls need a lot of work to feel better and there isn't many instructions on what exactly to do for each meal which makes it a bit confusing, and the physics are pretty wonky sometimes as well.