The Fallen by CliffracerX 2017-08-01T20:29:05Z
solid game! not my cup of tea genre wise, but it's well executed. some things it could use:
- better tutorialization - music - an indicator for where your base is so you don't lose it
Foon → Ludum Dare Explorer → Users → crass_sandwich
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Takbo | compo | 3.75 | 3.75 | 4.00 | 4.25 | 4.00 | 3.50 | |||
| 2017 | 39 | Running out of Power | Advanced Infiltration Management System | compo | 416 | 3.16 | 3.16 | 3.04 | 3.44 | 3.28 | 2.84 | 3.17 | |
| 2017 | 38 | A Small World | Keyborb | jam |
solid game! not my cup of tea genre wise, but it's well executed. some things it could use:
- better tutorialization - music - an indicator for where your base is so you don't lose it
this is a solid entry! my thoughts pretty much echo everyone else's here: a little too hard to get into, the font is hard to read, but a fun game once you get the hang of it. I'm surprised no one has mentioned the music; it's a nice touch that fits the game well
beautiful graphics, well done there. reminds me of old-school top-down RPGs like Baldur's gate. the animations are all very nice, too; fluid and full of character.
nitpicks:
- some music would have been nice to set the mood - it isn't clear to me how you buy/upgrade items - not a fan of hold-one-button-to-do-everything gameplay
Nice game! While I'm not as huge fan of TD games, this was executed very well; lots of neat little QOL features and tooltips, and satisfying core gameplay. The power mechanic is pretty interesting. The art works, and the sound effects are helpful; would have liked to hear some music.
fun little game. found the driving a little too slippery, but that's a personal preference thing. loved the music. would have liked to see a bar for the remaining fuel instead of a number.
(this is super nitpick-y, but sometimes if you follow a road you run into a wall without much time to react, which feels unfair)
What I liked:
- fun graphics
- title music put a smile on my face
- solid gameplay foundation
What doesn't work as well:
- the music seemed to speed up every time you gained a point which meant it quickly reached the speed limit. IMO it would have worked better if the music speed percent was equal to the percent power left
- there are so many pickups in the level that avoiding all of the bad ones is impossible, which feels like an unfair punishment for moving quickly
Very fun game! Nailed the 868-Hack vibe, especially with the updated graphics. Not to mention, getting a roguelite to work in 48 hours is incredibly impressive.
Have to agree with you that the vector graphics weren't the right fit. Also, wasn't really feeling how the music matched the mood of the game. In the short playthrough I did, the power mechanic felt kind of inconsequential, but, being a roguelike, it could have been due to circumstances of the runs I got.
thanks for the feedback so far! basically just shoot anything that moves and prevent the orange viruses from hurting the servers, which are the octagonal things with health bars. it's a score attack, so the goal is to last as long as you can and beat your high score.
Added some more explanation in the description. should be less difficult to figure out now
@will-walters, the two bullet thing is intentional, but yeah, it isn't very clear that it's meant to be that way
Not gonna lie, this scored some extra points from me for being on the PICO-8. It's also just a great game. Lovely PICO-8 graphics and audio. Maybe just a little too punishing, but being a retro/arcade-y game it gets away with it.
What I liked:
- The music was bumpin! Would have loved to hear more of it, especially during gameplay
- Looks pretty good. Impressive for a Compo game, and it's really cool (for someone who is terrible with lower-level stuff) that you made it with your own engine.
Things that I don't think worked as well:
- Without much explanation in or out of game, I was initially lost as to what to do
- It's a little too forgiving; I was able to win my first run without knowing what I was doing half the time. Maybe speed up power consumption to force decisions?
- I'm not sure if this is due to some other factor, but it felt like the closer you got to a planet, the higher the required power was. This doesn't make much sense to me; if anything, it should work in the opposite direction, in order to create a fun kind of waiting game to try and minimize power consumption before the planet disappears.
I like the idea a lot; there's a lot of potential here. The sonar UI is really cool, and I like how rhythmic the sonar beeps are. Since the tutorial doesn't start until you hit the Down button, it's somewhat confusing as to what you're supposed to do at first. I'm not a huge fan of the sea life being only kind of visible; I feel like you have to go all out and either make us rely entirely on the sonar, or give us full visibility without blur. I would have liked to see power as a bar instead of as text. Similarly, I thought the bottom row of text was the most recent, and thought the text indicator was bugged for a bit; flashing the most recent entry in some way could fix that
What I liked:
- voxel-pixel hybrid graphics. good look
- sfx: simple, funny, and effective mouth sounds
- music: the serious classical-minimalist style clashes with the otherwise funny mood in such a way as to actually mesh together perfectly
- gameplay: I was initially frustrated with the movement-restricting mechanic, but once you get the hang of it, it really makes you think in a strategic way that most endless runners don't. well done
What doesn't work as well:
- there are a lot of small areas where the graphics could use improvements, like the title screen and the UI
- the movement-restriction is just a little too eager. sometimes the level design means that if you cut yourself off from a control too early, you can't get any more food, because all the food is in that direction
- levels are very short, and you don't get much opportunity to increase your score
Overall an enjoyable, humorous game. Would love to see more
This is a really fun game. As others have said, it could use a little polish, but I found the main mechanic of rolling dice and assigning values to them very satisfying. I'm going to go directly against another comment (sorry Zelos, nothing personal) and say that I thoroughly enjoy the 'solve the equation' aspect and thought you executed it very well. My only real gameplay concern is that Military becomes basically worthless once you reduce Saboteurs' cost to 1. Maybe adding another scoring axis, and having Military also effect that new axis, would make the resource worthwhile past mid game.
If this game gets better graphics and audio, and the gameplay is developed a bit, I could see it doing very well
got a 404 error when I clicked on the itch link
What I liked:
- the mood is perfect. feels nightmarish, but in a not-too-serious way
- lovely low-poly graphics
- spacebar power mechanic is executed very well
- main conceit both is very creative and takes the theme literally
What doesn't work:
- IMO the battery area is too far away visually from the running area. I found the constant back and forth glances stressful and distracting. Should be a simple fix, however, to move the battery from the corner to offset from the center, or to the top, or something like that.
- would have loved some music
- getting caught on the batteries in the running part
love the art and the comments from the character. feel like respawning every time you take damage would have felt better with some sort of death animation. the connection to the jam theme is a little tenuous
This is a fantastic looking game that really nails the mood it's going for. I love all the little graphical touches like the lens flaring, the texture work, and the vignetting when the power is at certain levels. The audio also fits perfectly. My only real complaint is that it's easy to lose the starting area.
Wow, this game is incredibly fun. Seriously, nice job. Sucking power from the asteroids is satisfying, with perfect sounds and animations to go along. Navigating the asteroid field is tricky, and the camera is a little wonky, but once you get the hang of it, you can get around without too much trouble. I had to knock off a little for the 'hold space to win' aspect, but if that wasn't there, and the navigation was polished a little, I could see myself putting a lot of time into this game.
Really good compo game!
Things I liked:
- Music: lovely, wonky chiptune stuff. Vaguely Undertale
- Graphics: solid, pleasantly-chunky pixel art
- Gameplay: satisfying and fast. Well-executed infinite runner platformer
- Level design: very good procedural generation for a compo game. Impressively done
What doesn't work as well:
- how fast the tentacles move. An endless runner should give you some time to orient yourself before you get sucked up into oblivion. It feels like the tentacles move almost twice as fast as the player, which is too much.
- how some of the jumps are impossibly precise. If you don't get a checkpoint, you can't expect the players to make the jumps in the < 1 second reaction time they're given.
- I'm not entirely sure what mood you were going for in the whole. The music, art and gameplay are fantastic individually, but they don't agree with each other. The music has a nostalgic feel, but the art is sci-fi; the gameplay is frantic, but the music is aloof. Really, the music, while very enjoyable, is the biggest culprit here.
- this is a minor thing, but because the tentacles move so fast, they almost always get you before your power has a chance to run out. Kind of makes the theme connection tenuous, but doesn't negatively impact gameplay, imo
Overall, however, this is a really well-made compo game. Hope to see more from you