Lost in Translation by Sheepolution 2019-10-30T14:49:38Z
Natopi. Pu tep chuchuw. Pu disul lost in translation. Ku disul hibrok. Franti. Pu stoi sam version. Nadrem.
Foon → Ludum Dare Explorer → Users → chuchuw
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Shmup with grappling hooks | jam | 614 | 3.75 | 3.45 | 3.75 | 3.43 | 3.59 | 3.42 | 3.47 | |
| 2019 | 45 | Start with nothing | 👥 | The Reboot of the King | jam | 966 | 2.95 | 3.07 | 2.59 | 3.19 | 3.15 | 2.88 | 3.33 | 2.90 |
Natopi. Pu tep chuchuw. Pu disul lost in translation. Ku disul hibrok. Franti. Pu stoi sam version. Nadrem.
Nice game. You really did a good use of megaman codes.
i'm a non-qwerty user, but using space + mouse + arrows was pretty complicated.
the character is cool, the universe is simple, no weird textures.
the movements are very dynamic, so it's not boring to move.
great minecraft-like
if you keep developing it, i hope you will choose totally different paths so it's not a clone :)
Cool. Nice graphics / audio / mood. I got a little lost, I'd suggest adding some "organic" landmarks, like I don't know, a special computer, a yellow tree, a rock shaped like a turtle... something you can see only at one place, so the player knows where he is without a map. I think that's how you don't get lost in dark souls.
Good luck and have fun !
I couldn't find an other ending, and I wasn't patient enough actually :D
Good sound.
It looks like LSD simulator, or that kind of game. Awesome.
The visual part is nice, the concept too, an arena, you fight waves of enemies, change weapon at each round.
I'd recommend you to put an intro (screen, story, whatever) to explain at least the controls on keyboard.
And I think the bow and staff (maybe the sword) should be used with the mouse, when using a keyboard/mouse. On a controller it should be the right stick I'd say.
Anyways that's a nice prototype :) Keep developing it please.
Interesting graphical design
Haven't played already, but I have a suggestion : There is too much text to read in this page :) And "how to play" (in my opinion) should always be inside the game. In the worst case as text, in the best case integrated with the gameplay in a nice way.
We all do what we can during game jams, so we can improve for future projects Three days is too short for being good at everything. :D
Loved the mood. I made it to the end, because I was curious about it.
I got annoyed just before the boss, maybe this lasted a little too long, or maybe there was not enough "feedback", I mean rewarding visual effects. I think sound effects could have been added too, even if it's hard to put sound effects that are not aggressive.
The story was great. Made me think of Nier automata, maybe it was your inspiration ? :)
Great game.
Thank you @ohsqueezy . Indeed some dialog parts quickly/poorly written were just left there as we had not enough time to read them again and "finish" every other part of the game. They are removed for the next versions. Thank you for your feedback, i'll definitely check this noobow game. :)
@coda-highland thank you. :) I'm thinking about adding a small 3-slots inventory, and force the player to drop some items in order to optimize the trade quest. It sounds boring said like this, but I know I can make it fun. :)
@coda-highland I was thinking of a bag dragged behind the player, containing max. 2 or 3 objects, clearly visible inside the bag, with no GUI/HUD, and much more PNJ and level interactions.
But I agree that surprisingly the single slot is enjoyable. :D
I like how you made a "full game", with music, sounds (even voices, yay!), graphics, a cover, etc... The mechanics are interesting, it's like in some games like assassin's creed, when you steal money to people in the streets. The "something/nothing" intro is interesting, but pretty boring when dying a lot of times. I had trouble because of the QWERTY layout of the keyboard. Mine is AZERTY, so I couldn't play in a comfy way :( I think you should allow to play with the arrows too. Thank you for your game, and keep jamming guys :)
Awesome game concept !
Simple and nice 3D graphics.
I'd say it is not enough rewarding, as the player easily looses everything, compared to the number of mouse mouvements.
I find this a little hard, but great style !
Nice gameplay too, no need for a tutorial, etc...
Frightening people made me smile a lot :) Good job. Nice scanline or whatever cathodic effect.
I like the art style too. Did you animate yourself the polygons vertice by vertice ? Looks like it is the case.
ok thanks for the info
This is the first time I'm having fun with a sokoban-like game :) Congratulations !
I like the idea a lot, but I couldn't figure out what to say to keep the troll interested :(
The graphics are nice, the photos made me think of theme hospital characters.
that's cheating, we only had 3 days to make the game, am i wrong ? ;)
Nice mood, graphics and music. I think you can set the enemies more aggressive, in the end I just skipped them to the boss, which was tough :D
I see what you did with the steam icon :D
What did you use to host your html version on gitlab ? I'm totally interested.
thanks ! i'm definitely checking this out.
Very coherent "universe", graphically and musically. Basic gameplay but that works.
For your information, I had trouble playing with my controller (PS4 on ubuntu), the right stick didn't work. I think the axis were kind of merged with L2 analog trigger.
Great graphics, music, mood. I appreciate a lot the tutorial part that was straightforward.
The slingshot can be improved, it's a bit difficult to aim with that small surface for the mouse. I got stuck on a rock when I died, but sh** happens ^^
Nice Medievil / Dark Souls mood :)
I'm totally in love with the mood, the concept, the visuals, the music, the rhythm, the idea. Sorry this is not a constructive comment :D
Now I want a full huge RPG game about the bard that tells stories... Am I wrong ?
Nice concept, very well executed. Sadly I got stuck with the holes that were a little too big. I understood very quickly what I had to do, which is very important.
@fax i totally understand, in one week-end, polishing our games is really a challenge :D
@rrsmtz Yeah I think that the game doesn't offer a big challenge.
The scrolling is slow on purpose to allow you to play with the power stations, but I wish I had focused more on adding enemies / waves / patterns. :)
@jupiter-hadley Thank you for playing and putting my game on video :)
Hello @torh, for now my game is only on itch.io (link above). You can play it on whatever video that you like.
Thank you for your interest :)
@wavewava @ectucker1 thank you for your comments :)
I didn't want to make the player aim with the mouse or the stick in an analogic way, but maybe just 4 or 8 directions could be interesting ! Or maybe auto-aim/moveable lock.
About the colors, I put only one because it's all about the same energy that flows in the different characters, but maybe I could use 2 colors for allies/opponents, and the white for the energy.
@nk-x-x "but hey, it’s a jam and there’s not much time!" -> This is so true :') ❤️️ thanks for the feedback !
I think that if I keep working on this game I'll check this comments page more often :D
@rextgun thank you for your comment :)
This was planned originally that enemies could shoot (and even throw hooks like the player), and have more complex IA patterns, but I dropped everything because of the jam time limit, to focus on design, tutorial, and a victory condition.
I see very good ideas here ! I never thought about the overheating, but that's definitely something I will implement !
About the controls, it was on purpose that you could miss your target and heal an enemy, and same thing about draining a generator if you're very low in energy.
I think I want to keep this idea, but I need to find how to make it easier to use and less painful for the player.
"add a ton of depth ... and make the game exponentially more interesting" that's a good target, I'd love to.
You can follow me on itch.io or twitter for more news on it the day it's worked out :)
🚀
Thank you ^^ Glad you liked it. Yes I knew about this problem. I should change the way they are randomly put on the field. Put some space between them. @magnanix
i like the mood, the details, and of course the doggie
the tutorial is clean and straightforward, i appreciate it :)
Well, actually I think they're useful only if the game is not good enough to explain by itself.
I like to do everything I can so the player can find alone what to do, and put no tutorial.
But here we all have the same problem, the jam is very short, we don't have time for the perfect thing :D
I actually liked that your tutorial was easy to read.
Nice idea, I would never have thought of that ^^
Nice graphics
I really like your visual design, special mention for the intro with signature
Your game made me think of mine for this jam, about the circle that represents "your health and your ability to do things". I did this kind of thing, except that you can use your health to heal something, or you can absorb other things health.