System Up-grade by dirkinz 2017-12-07T11:54:27Z
The game was pretty cool! I found the bonuses were nice and really served a purpose as the game progressed. While the music was repetitive, it was still pretty good! Nice work!
Foon → Ludum Dare Explorer → Users → Charlez245
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Laser Evaders | jam | 1653 | 3.30 | 3.13 | 3.74 | 2.53 | 2.68 | |||
| 2018 | 43 | Sacrifices must be made | 👥 | Black Hole | unfinished | |||||||||
| 2017 | 40 | The more you have, the worse it is | 👥 | Defender Against the SuperBosses | jam | 1070 | 2.76 | 2.92 | 2.28 | 2.07 | 1.86 | 2.07 | 2.17 | 2.38 |
The game was pretty cool! I found the bonuses were nice and really served a purpose as the game progressed. While the music was repetitive, it was still pretty good! Nice work!
Overall, it's an interesting game. After figuring out how the game works, I started to have fun with it. If I had to say that something wasn't the best, it would have to be that the game seems to role negative modifiers way more often than the positive ones, sometimes leaving me with 0 interns before turn 6. Other than that, Good Job!
Meow! Buys cats *purr*iously
Managed a 90% compressed 10% loss on the last one. Really cool how there are some character that reduce points and how you can type in any combination. Nice work!
The game mechanics seemed to work well together and it's a nice exploration-type game. :thumbsup: I know it's already been mentioned, but I found the door opening times to be too long.
A really interesting game. Took a little bit to get the hang of, but I found it to be great after that. I feel like there should be a way to tell how close one the globs are to using Earth's resources so that it is easier to keep track of which globs need to be fed first. It would also be great if there was some way to replenish the surrounding planets so that the game could "technically" go on indefinitely. A great take on the theme and fun to play! :)
The game was very interesting! I was a bit confused about what negative effects of getting a violation were, but I found the visuals and gameplay really good! Good job! :)
The music and art was great. Really enjoyed the screen distortions and the board that you had throw the bottle at too. Great job!
A great entry! I found the game to be an enjoyable experience, but it could've used a bit more polish. Specifically, it would've been nice to have some sort of on-screen notification for when you were doing damage. Other than that, the models were great! :thumbsup:
This game isn't actually half bad! While it may lack in the audio and visual departments, it does offer a unique take on the theme which I found to be interesting. On the technical side, there were a few bugs that left the game hard to enjoy. From what I can deduce, I would say that all of these problems are due to the sorting layer not being setup properly. This is because the balloons, weights, and one time even the player was behind the background making it difficult to tell what was happening. But that doesn't mean that this game is bad. I'm actually looking forward to what you can do given more time and experience with the Unity Engine!
Wow! I really enjoyed this game and found myself playing multiple times! Honestly, I don't have much feedback for you. The graphics were great, the audio made sense, and the text was nice. If I had to tell you something to change, I would say to have different map options. This game was amazing, you did a very good job!
Actually a very unique game. I really enjoyed the download screens xD! Would've loved if there was one other game and I wish I could've played that Flappy Bird clone! Hah ha, really great! Good work!
@shimmen Thanks for the feedback! Actually, I'm really shocked that you didn't find the music to be all that bad. It really means a lot. :) I'm aware of the blocks sometimes not dying, but the boss phasing out of existence? I'll go take a look. Thank you again!
@cubictimeline Yea, I can definitely see how you would say it's unpolished. (Possibly due to my poor time management skills xD). Glad you enjoyed it nonetheless. :)
@hugmugi7, Thank you for your feedback, I will work towards incorporating your constructive criticism into future projects. :) @brendan-milos, I suppose I should've made the theme clearer. It was incorporated so that the enemies could reproduce, making the game follow the "The more you have, the worse it is" theme. In addition, the rooms get harder to clear as you progress, further showing the theme from my perspective. Still, thank you for the feedback, I now know that I need to put a much larger emphasis on my theme in future jams.
@testlab, Thanks for the info, I'll go and fix it now.
@testlab, Should be working now!
@sayomgwtf, Thank you for the feedback, but we actually didn't push any updates to the game because we decided that doing so would be unfair since it would give us more time than originally allocated. We actually never thought about using some placer art and I agree that we could've used it to make the game a bit better.
@generictoast @illabom, Thank you both for your feedback. Regarding your feedback on the WebGL version, we were afraid of there being issues caused by it, like the one you described. However, the "Help" menu not working is an odd issue which we are aware about, but didn't have the time to fix and decided not to patch out after submission in order to stay by the rules of jam. (If you're DYING to access it, there's a picture of it here or you can reload the game and click onto the menu before playing since the issue is only caused when returning to the main menu.) @illabom, Yea, I see where you're coming from. We would've loved to make the level more interesting, but due to time constraints (mostly procrastination though) we didn't have the time to implement features like these. In addition, we actually did manage to make somewhat functioning upgrades (which were to be used in the dead ends on the level), but we had somehow caused a large issue in doing so, ultimately deciding to revert and go with a slightly older build.
Anyways, thank you both for your feedback, it will really help us in future projects. :D
Really nice game, although I kept trying to steal the other miner's stuff... But more seriously, the art style and music was great. If you were to add something else, I would probably tell you it should be more unique encounters as they started repeating a lot after the first few clicks. I don't know if it's intentional or not, but you can still get the event for climbing down the ledge even if your treasure bag is empty. Really good job! :thumbsup: :D
A really nice game! The use of enemies are a neat idea, but there is no indicator for how many times I can be hit before I die. But, I did really enjoy the thrill of running away from enemies while also collecting the gems. Good job!
@farofa0 Oh, I see. Just downloaded the Windows version of the game. It looks like there's something wrong with the anchor points in the UI. I would assume this is the cause because because the life indicator is revealed when going into a fullscreen 1920x1080 window. I had been using the non-fullscreen web version before.
I really liked how the beetles had more stepped movement. It made them unpredictable and were fun to mow down. The ants felt like the natural threat due to their speed, but I found it weird that they prioritized the mower over the house since it only really helped me. The graphics were well done and the sound effects complimented the experience quite well. Nice!
The game was very different from what I've seen so far. The dice mechanic is interesting, but the rolling feels a bit clunky, especially if you're trying to roll a single dice. It was still good fun and very enjoyable though!
Your game was a lot of fun to play! I really liked your take on tower-defense and the explosive barrels. There were a few bugs which I'm sure would've been fixed if there was time. (I got a black screen ~level 4 and couldn't proceed on Windows and the F1 doesn't work on Firefox). The music was also nice and gave the game a good atmosphere.
I really liked the personality that came through with the cat. It was a lot of fun to see it bouncing off of the bubbles. The music complimented this too, making the game feel light-hearted. If I had one suggestion, it would be to try to be more focused on the theme, maybe by having a cat hunger meter? Also, I think there is an error with the windows version since the catapulting mechanic didn't work at all, at least on my machine. The web version worked just fine though. Other than that, it was really enjoyable and I could see myself playing an expanded version of this game. Great job!
Pardon moi, Je ne parle pas beaucoup francais. I wasn't able to play your game since the itch.io page doesn't load your game.
A sweet and simple game with a lot of personality. I liked how each type of candy had different properties and the fact that the enemies were gingerbread men really leaned into the stylistic choice for the game. As mentioned by a few others, there were a few bugs, but they didn't take away from the game too much. Additionally, I really enjoyed the music for when enemies were spawned.
@niterich I can see how the controls are clunky. It was originally intended to have more accurate controls, but I felt I was spending too much time on it. I'll make sure this is sorted out in the future. A game with bad controls is never good! The top and bottom of the cube are mapped to zoom levels, if you zoom in with the scroll wheel, both will disappear. Not an ideal solution, but it worked.
Also thanks to everyone who has played the game and left feedback. It really helps us continue to improve!
@kl0z I never thought about having the cube be controlled with the keyboard, but it seems like it could work well. Thanks a lot!
I have just released version 1.1 of Laser Evaders which has keyboard controls among other small improvements. The original version is still available for download and is the one that loads on the itch.io page.
The art and the music were very well done, providing a spooky atmosphere that really suited the game. The riddle was an interesting choice and the skeletons were also a nice addition. However, it felt like nothing was at stake. I could get hit by skeletons as much as I wanted, but nothing would happen. Additionally, the player's attack felt clunky and would never go exactly where you wanted it.
Fascinating idea for this jam. The music and the creepiness of the creatures gave it a great ominous/fearful environment. While it was a lot of fun to play, the way you were meant to win is confusing. I just kept dying from rapid hunger depletion until one time I got the "good ending". I have no idea what I did differently to change the outcome.
One of the things I really enjoyed was how parts of the game were told by talking to others. The graphics and colors used were nice, with the music adding to the atmosphere of the game. The automatically generated levels were a pleasant surprise that increased the game's replayability immensely. The only two issues I had with the game was that the camera would move too fast, sometimes going far away and the player could clip through vines depending on the angle, plummeting through the clouds. Vine and void was a lot of fun to play! Also, what did Green do!?
I thought your game was very interesting. The music and models were very well done. I've never seen a tower defense-esque game where the turrets you place down disappear. However, I was confused by it since there was no indication for when they would disappear. Additionally, it was hard to choose between the orange and blue turrets because I had no concept of their differences other than price. I think it would be greatly beneficial to include something like a range indicator as well as a small stat list. Additionally, some sort of buffer and indication of waves would be helpful because I felt like I had to spam out as many turrets as possible because I didn't know when the next big wave would come in.
I don't know if this is how the game was intended, but the player moved incredibly slowly to the point where it was unbearable. I ended up having to drag the window between screens so the player would be forced forwards at a much faster rate. Apart from the controls, the other aspects of the game were done really well. The graphics were extremely nice and the introduction of the fun-o-meter was a neat twist.
@physiker2001 I was on Windows 10, Nvidia GTX 970, Intel Core I5 6600k
For anyone trying to play this game, make sure you load the HTML file in Microsoft Edge. There is some issue with cross domains that prevents it from being player locally otherwise. The sprite work is really nice and I hope you continue to work on the game. But, since this game is unfinished, you might want to mark this game as "Unfinished".
The artwork was really nice and fit the game well. Additionally, having documents start flying from sides was a good way to change things up.
I thought the game was really cool! Your take on the theme as an offering was really innovative and the graphics were extremely well done. My one nitpick is that there wasn't enough time with the pause menu not stopping the countdown. It felt like I had to know the entire path perfectly in order to succeed. I think there was an error with the log station? I had no idea what the blue target did and I was unable to pickup the log. Otherwise, this game was really cool! Nice Job! :D
Your game has an interesting concept. The animations were nicely done and the sound effects were well placed. I think you went a bit overboard with the post-processing though, I found the motion blur to be disorientating and took away from my enjoyment of the game. It would also be nice if there was more feedback from the game when something happens. I had little way of telling that the materials being recycled actually did something until I went and checked the output. (Maybe another sound to indicate processing?) Other than that, I think you have a solid concept! :)
The environment was very nice to explore. I was surprised to see the player zoom across the screen, but I got used to it fairly quickly. Overall a pretty fun game! Good job!
A unique take on the theme, for sure! It was a bit difficult with so many floors but was an interesting play through.
There are a few bugs in the game, like having the lasers stay at the very top of the screen. I think you should continue making games. It's just fine to use scratch when beginning. Always push yourself to try new things so that you can learn more! You might want to try another, more powerful engine later on. Even without coding there are a few options, like Unreal Engine with blueprints.
The pixel art was very well done! I was impressed by how natural everything looked. I was a bit confused when I started, I didn't even see the trashcan since the colors blended in with that of the ruins. Once I got that down, it was a non-issue. Simple but fun!