The Ultimate Frontier by multiplexor 2019-04-30T03:18:19Z
Great game! Deeper than I expected and pretty impressive for a 48 hour game. Loved the graphics. The enemies were a little on the short side making them hard to target.
Foon → Ludum Dare Explorer → Users → David Markham
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | The Devil and Some Aliens Went down to Georgia | compo | 480 | 2.65 | 2.36 | 1.93 | 2.57 | 2.15 | 2.21 | 2.40 | 2.44 |
Great game! Deeper than I expected and pretty impressive for a 48 hour game. Loved the graphics. The enemies were a little on the short side making them hard to target.
I like it, feels very polished and pretty fun. I saw another submission that was very similar to this one, albeit less polished than yours: https://ldjam.com/events/ludum-dare/44/sacrifies-life-to-save Is the design based on an existing game I'm not aware of?
Overall a very polished game great work! Currency clicker is a very literal interpretation of the theme. The graphics are great, the game-play feels pretty balanced, though definitely the easier by upgrading the next unlock as soon as possible. I'm sure you've probably already read some, but there's some good articles on the math behind idle games which may help with balancing to make it even more addictive: https://gamedevelopment.tutsplus.com/articles/numbers-getting-bigger-the-design-and-math-of-incremental-games--cms-24023
It might have been nice if the click sound was the sound of coins. Also I initially played at a resolution of 1280x720 and the menu on the right side got cut off some, making the game partially unplayable at the later stages. Having that have a scroll bar at lower resolutions would have solved this. Overall a very polished entry!
Very impressive! I opened up two browsers and was able to find my other ship to simulate multiplayer! Has a lot of potential, but definitely a bit ambitious scope for 48 hours as there isn't much to do in the game yet. Will be interested to see where you take it from here.
Excellent work! Feels fairly polished. I thought the character design was cute especially the disguise. I agree with what others have said, additional game-play mechanics would make it more fun/interesting over a longer playing time. I also wasn't sure what the combo thing was at first as I kept spamming the attack button, maybe a "Miss!" notification would help with that. Overall nice job for a game made in under 48 hours!
Great game! I seem to be stuck on the second room after acquiring the screwdriver.
Good work! It took me a bit to get the hang of it but once I did it was actually pretty fun! The zombies surrounding you and moving in with no easy way to escape made for a hectic beginning of the game, given more time I think first thing to address would be spreading the enemies out and having more movement patterns for them rather than just go going straight for the player, that way the player could have time to react to the zombies. Also making the HP mean something would be my next highest priority after that, right now you lose the ability to shoot or move the second you're touched by a zombie so you're effectively dead anyway. Overall great job, you should be proud of getting a playable fun game in under 48 hours!
Awesome concept! I thought the dangerous selfie concept was funny and worked well. I really like the fake webpage. The game-play feels a bit too unforgiving to me. I am balancing and seem to be entering the sequence correctly, yet my character still walks/falls off the cliff.
Well done! A very creative way to apply the theme! I struggled at first to understand that I was supposed to hold space to effectively buy low and sell high but once I got the hang of that it felt pretty straightforward. The game is hard! I would maybe suggest starting the user with more money, or giving them a nice bull run to start with so that new users can get the hang of the game before just losing in the first 5 seconds if they don't optimize their profits. It's too bad Godot C# doesn't support HTML5 deployment yet, otherwise having the game on something like itch.io would make it more accessible, maybe next game jam? Overall a nice job for such a short time-frame.
Overall a nice attempt for under 48 hours of work, keep it up! I like the concept of aliens chasing you, and you needing to sacrifice cows to stay alive, unfortunately the game feels broken in its current state. It took me way too long to figure out that my character was the white box. You should apply a texture to the ground so the player has a sense of movement. Maybe give the player some time to move around at beginning of game before being swarmed by the aliens. Also I saw some aliens flying over the edge, extending the ground plane to be bigger, and putting invisible barriers on the edges should solve this. Overall I would aim for a smaller scope next game jam so you have more time for polish and bug fixing, maybe something like this concept but in 2D instead of 3D.
@soda Very impressive entry for an 11 year old. Sorry if any of my critique came across harsh, I try to aim for constructive criticism. Keep up the good work!
I'm not sure I get it, or if I'm supposed to understand what is going on. I click things, soapy gets hurt. Is there an objective I am missing?
Great work! Overall a solid game and it fits the theme well. Balancing life, happiness, and currency is tough in your game as it is in real life. I liked the rubber stamping mechanic, perhaps another mechanic like that to acquire currency instead of just clicking would have made the game more fun by requiring a tougher juggling act? It's simple but it works. The game didn't quite hook me, I think with the right balancing it could have though. Overall nice work for 48 hours!
Love the artwork, the water effects and reflections are amazing. I found the text really hard to read at points, especially seeing a negative value of life currency when talking with a sailor.
Great work! Pretty polished game. I liked the mutation mechanic
You should convert this to an .exe or at least list what version of java it uses. I tried running it and I got a java version mismatch error. Not going to rate since I can't play it.
Interesting game! It took me a while to figure out how to start it. I was waiting for the game to load, thinking the big blank area was the game still loading, didn't realize I needed to click the >>. It left me wanting more which is a good thing.
Overall a great game, very innovative game-play and impressive that you put this together in under 48 hours. I liked the physics-based attacks. The upgrades were a bit confusing to use, perhaps a U.I. would help indicate what powers you have available and what they do? Also I died but the game didn't reset or anything, perhaps a main menu that you exit back to would help make the game feel more polished. Nice work!
Great work! A good choice of genre for a first game jam and fits the theme well! There's a lot of research into cost/reward pacing for clicker/idle games that, given more time, might have been helpful in balancing the upgrades to keep the game entertaining over a longer period of time: https://gamedevelopment.tutsplus.com/articles/numbers-getting-bigger-the-design-and-math-of-incremental-games--cms-24023
Some other nitpicks: Yes/No options at beginning didn't scale well at different resolutions, they overlay on top of content. I seemed to die at one point after choosing the 50 health upgrade even though I had > 50 health, perhaps it registered two clicks even though I clicked once?
Overall a good first game jam entry, you should be proud of making it in under 48 hours!
Great work! It took me a while to get the hang of but I eventually got that I had to hit the correct key to match the enemy to optimize my kills, and that some enemies had different # of horns. I think some visual indicators that you hit the right key to match the enemy would have been helpful. Having the control key up all the time would have made it easier, but that may be by design. The enemies who gave 100 health were life-savers, but it also felt random, maybe if the enemies had visual indicators to tell how much health they would drop it would feel less random. The game didn't have the right balance to hook me, but I think it could. There were games where I seemed to do everything perfectly and still lost due to what felt like the randomness of the rewards. Another way to add variety might have been to have enemies eventually gain shields or something so they require multiple key presses to kill. Overall a solid entry that you should be proud of building in < 48 hours.
Nice polished game and fitting of the theme! I liked it. Would be interesting to see some metrics at the end to see how different choices affected the outcome, but that might take away from the magic.
Thanks for the feedback everyone! @kuro yeah it definitely starts slower, maybe a bit too slow. You do get movement and fire-rate upgrades after rounds 4 and 7 (among other upgrades later). So by round 8 it should start to feel more like a bullet hell game.
@mrschlag2 found and fixed a bug related to Double or Nothing rewards (speed up bonus, etc.) not being given, thanks!
Great game! Game feels pretty solid. I love the music. Some of the bullet groupings were too tight together and impossible to dodge which felt a little cheap but overall nice job!
Nice work, keep at it! I liked the concept of the red A.I. characters racing you to the coins! Looks like most critique has already been said by others: couldn't jump high enough, instructions too long. Overall a good job for being developed in under 48. Next game jam you might want to try a smaller scoped game to give more time for polish and bug fixing, perhaps this concept in 2D instead of 3D would have been quicker to implement.
@mia-devs Ah! I see that now. Perhaps holding the jump button to jump higher instead of pressing 3 times would be more intuitive, or just have the default jump height be higher.
@mia-devs New jump height makes it much more playable.
Nice work! I like the concept of a maze with limited visibility. I started with 50 money and didn't have to gather any, I assume that didn't get implemented yet? Overall a nice effort for < 48 hours development.
Awesome concept! It felt like a combination of a puzzle game and a bullet-hell game. Great job! The different color bullets going through or not going through walls didn't feel all that intuitive to me, I kept trying to hide behind walls only to get hit, may be part of the learning curve though.
Very creative concept, I like it! I'm not sure how it fits the "Your life is currency" theme, but still an interesting game. One nitpick, the pointer was a little tough to see.
It took me a bit, but the game did grow on me. The game-play feels pretty good once you get the upgrades to lvl 10 or so. In the early levels before you are upgraded, everything feels off, the throws are so weak they made me think I was doing something wrong. But once you get to them upgraded some it actually feels really solid. Unfortunately at that point you are so overpowered that the enemies/rounds don't really present a challenge. There's also the dynamic that your health resets after every round, you buy things with your health pool, and then you have even MORE money to spend at the end of the next round, almost printing money. Overall the game seems promising, just needs more balancing. Nice work under a tight deadline.
Overall I liked it, and beat it :). The camera following the mouse was a bit jarring/disorienting. Maybe if the camera tweened to follow the mouse instead of jumping to the mouse cursor it wouldn't have been as jarring. I did like that it gave additional view where I was looking.