Tribal Tension (Twitch) by SaraJS 2017-05-09T13:10:37Z
Very cool game, well made and very fun to watch/play
Foon → Ludum Dare Explorer → Users → Chupachu
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | 👥 | Spaceman Kevin | jam | 134 | 3.87 | 3.72 | 3.47 | 3.38 | 3.81 | 4.04 | 2.86 | 3.94 |
| 2018 | 41 | Combine 2 Incompatible Genres | AimBots | jam | 4.00 | 3.66 | 4.50 | 4.00 | 3.33 | 3.66 | 3.00 | 4.50 | ||
| 2017 | 38 | A Small World | TimeWars | jam | 721 | 2.64 | 2.68 | 2.45 | 2.33 | 2.29 | 2.90 | 1.94 | 2.09 |
Very cool game, well made and very fun to watch/play
Very awesome program!
Nice game, good work!
quality game :D
Amazing and neat game. The sounds were good, the physics were good, and it was all around very well made and responsive. Nice work, especially since you made this from scratch in 2 days, amazing.
I thought the game was pretty fun, but since fire isn't set to spacebar, my finger got really tired and I had to use my left hand to mash the fire button. Would be nice if it was set to space. Pretty fun, got a score of about 2080 before I lost. The only problem I forsee with this game is the use of an autoclicker. But other than that, seems pretty solid, nice work! EDIT: Made it to 3640 this time.
Thank you for playing my game and the positive ratings, I really appreciated it. :D I really liked the artstyle of this game and the theme it was going for, I feel that you did that very well. The camera controls were also pretty nice. However, I feel that the game falls short in terms of responsiveness. Most of the time, you feel like you aren't in control and there's not really a clear direction for how to interact with the environment. The theme was nice, despite the fact that I wasn't sure about how to play, I felt a pressure to figure out quickly when I saw the enemy's base. I felt a need to rush to get things done simply by the presence of an enemy base and the idea that he could attack me. I felt that the theme, camera controls, and mood were definitely the highest points of this game. Your artistic skills are definitely very good and you can create a very good atmosphere, I just feel that the actual gameplay isn't as strong as it should be for this kind of game. These things can be fixed pretty easily next time, just remember to make sure that it's a game you really like to play before you add polish. Don't decorate the house before you put the foundations up. Other than that, I feel that the game has really good potential and if these issues are addressed, could be a great game. Thanks again for reviewing my game on stream and for all the positive comments, it meant a lot to me.
Really neat game, I love the idea of being able to create and visit user-generated planets. Great job!
@yoanndeplo Thanks for the feedback, I was aware that you could start the game without having any opposition but I didn't see it as a problem with gameplay. I do agree that controlling the entire army would have better gameplay, but I was going for more of a battle sim than a total war kind of game. I also haven't updated the controls since I made the cutscene at the beginning. The randomize country button is a really neat idea and I think it would be neat to mess around with, good idea. Thanks again for playing my game. :D
Game was really fun and very hard. I enjoyed it a lot. Also, I thought the controls were inverted, but realized they were designed with convenience for the screen, which you use 90% of the time. The art and mood were wonderful and this was all around a great game.
I really enjoyed this game a lot, but I noticed a few bugs. I didn't take off any points for these bugs though because they were either minor bugs or limited to the platform.
The first one wasn't so much of a bug as it was a misunderstanding of mechanics. When I first started, I clicked the monitor after only inserting one tutorial file, leading to a blank white screen. I couldn't figure out how to get out and had to restart. (I only learned the leaving mechanic, if it was present, after getting further into the tutorial) This isn't a bug, I just feel the menu could be more intuitive or maybe restrict the player from entering until all files are added.
The second issue is a bit more pressing though. There appears to be some sort of memory leak or leak of some kind in the browser version, where the program begins to slow down immensely (or at least the sound does). This doesn't seem to be a problem on the application, so it's probably just a limitation of the WebGL version of Unity.
Anyways, awesome game! One of my favorite things about this game was how insanely satisfying it felt to do any of the tasks. The screenshake, bitcrunched effects, and pixel particles all created an amazing and responsive experience that I was glad to have played. I could see this easily making it on Steam and being up there with Papers Please and other huge hits. Keep up the good work!
I really liked the concept and gameplay mechanics, however I found that the game began to slow down significantly after a while, to the point where my inputs started to drop. Along with this, I found it was pretty easy if you just make a plus shape (up/down/up/down,right/left/right/left) repeatedly. Other than that, the graphics matched well with the gameplay, the music was cool, the sound was nice, and the movement felt good. If the lag is reduced and chain reactions are made less effective, I think this could be a pretty amazing game!
If you have a cool GIF of gameplay and want it displayed on the page, please send it to Chupachu#9926 and I'll try to put it into the page!
Thanks to everyone who playtested the game and thanks for all of the positive feedback! After adding some polish to what we already had and building off suggestions from this comment section, I'm happy to present to you: The Post-Jam Update! You can download the update [HERE](https://www.dropbox.com/s/ibdc819ij2mo1tc/SpacemanKevin_Post.zip?dl=0) and experience the best possible version of the game yet. Also, we will be uploading new version to this link, so feel free to download from this link occasionally to get the latest build! This link will be valid until we begin work on the campaign mode, so you should be able to download the multiplayer build by the end of this milestone! For more specifics on what was added and addressing reviews and comments, read below. Otherwise, enjoy these cool GIFs and enjoy the game!
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*WORKING OPTIONS MENU AND NEW PLAY MODES!*
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*INTERACTIVE TUTORIAL TO LEARN THE GAME!*
**-------------------------------------------------------**
@cromo @ryan123rudder @rother-games
**JETPACK MANEUVERABILITY**
Several users pointed out that vertical maneuverability or jetpack maneuverability felt off, so in this latest version, we tweaked the jetpack's rigidbody properties while flying to prevent stopping in place after touching a wall. Let me know if this fixes the issue or if we need to continue to improve in this area!
@chaosthelegend @elemental-zeal-game-studios
**FREEPLAY**
For players who struggle to complete the game or simply want to experience it fully, we're introducing a free-play mode! This mode allows you to enjoy the game without a time constraint, and take as long as you want to explore the world and accomplish all objectives!
**LOW RES IMAGES**
Some players also noticed that the graphical quality of some elements was low or pixelated. This was mostly an issue on my part of me setting the max resolution of some objects too low, like lumping in the spaceship supports (which is a spritesheet) with the ship, making it look low-quality. All of these issues have been discovered and resolved, and the menu UI has been given a healthy dose of AA to improve quality further. I hope this enhances your visual experience!
**POINT BALANCE CHANGES**
Another issue is that the average item score was around 10-18 thousand, when it should be more in the 30 thousands. We went ahead and doubled all item score variables to shift the focus from quick launches to collecting more items.
**KEYBINDS/EASE OF ACCESS**
We also enhanced the keybinds of the game by implementing a hotkey system! Save for the out of game menus (pause, intro, outro), all menus can be navigated with hotkeys. Here are some hotkeys to get you started: (Q-drop, E-interact/insert, Escape - Close/Menu, Enter-Launch/Confirm Launch)
**CONCLUSION**
That should be all for this changelog! If you have any questions, suggestions, or feedback, please forward it to '@Chupachu#9926' on Discord, send me a message on this thread, or DM me at Twitch/ChupachuGames! Thanks again to everyone who playtested and provided feedback for the game, you've helped us enormously with enhancing this game!
Enjoy the game!
https://www.dropbox.com/s/ibdc819ij2mo1tc/SpacemanKevin_Post.zip?dl=0
Really enjoyed watching and playing this game, the atmosphere was really incredible for this game, the whole thing was just really well made all around. I agree with SpookyShoots when he said that with a bit more polish this could be a game that Markiplier or someone famous would play. I hope you expand on this game, I can't wait to see what it turns into!
I really enjoyed this, it was hilarious to experience
@mahalis Thanks for the feedback, glad you enjoyed the gameplay! It would be a good idea to add a Units Per Second system, good suggestion. Also, I figured a lot of people would think the tutorial was long, but there's quite a bit of cover, so I couldn't find a good compromise. I ended up making a feature to skip the whole thing by typing 'skip' in the console, but it isn't displayed to the player in-game, so it can be really easy to miss. When I revisit this project I'll be sure to let the player know about it (in a way that isn't explained by the narrator because he doesn't like the skip command). Thanks again for playing my game!
This game was pretty fun to play. I did however notice a few bugs: the first one is that the green dude was able to shoot himself and die instantly. The second one is that I was able to climb on top of some rocks and get out of reach of some enemies. lastly, I would often shoot only for the bullet to not detect the enemy if the rock was somewhat near my cursor. Despite these bugs, however, the game was enjoyable and a decent challenge. Thanks for making this!
@devinstuff When I went to shoot an enemy on the rightish side of the game, I believe his world model collided with the viewmodel's hitbox. I would, to fix this, give the bullet a team integer and check teams when colliding, or maybe add a raycast mask for players to prevent hitting teammates or something similar. Glad I could help improve the game! :)