The Last Standing Sentinel by Tyranosaw 2016-12-22T05:25:00
Thank goodness this isn't a compo entry, I was worried this was what I was up against... Regardless, amazing entry! Great polish and neat concept :)
Foon → Ludum Dare Explorer → Users → DemiPixel
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | The Cranks | compo | 140 | 3.64 | 3.73 | 3.27 | 3.82 | 3.59 | 3.27 | 2.67 | 3.14 | 47 |
Thank goodness this isn't a compo entry, I was worried this was what I was up against... Regardless, amazing entry! Great polish and neat concept :)
I mainly just right-clicked while running away, then left click-spammed over the enemies hoping to hit who I could. Is this what you're suppose to do? However when I died right at the end, I had to go back and try it again. Perhaps make it easier at the start, then increase the speed (i.e. lower cooldowns and everybody moves faster)? That way the difficulty is the same (or increases) as you go through! Great game :)
Really amazing job for a first entry and aspiring programmer. Despite not many particles effects or fancy animations, the game seemed amazingly well polished with all the graphics, so you're getting a 5 from me in that category (just from looking at the screenshots, I thought this was a Jam entry)... wanna team up for a Jam next time? ;)
In all seriousness, working a ton of gameplay in with 48 hours is definitely difficult. If you could have (by spending less time on the art or switched some aspect of the game), it would've been cool to see something like purity (how accurately you press the buttons or something like that) to earn more money. Also, a quick (but slightly cheap) fix to make the game run longer might've been to add a phone call for some random amount of time (a day or two) after you've completed the first one so you have to keep earning money! At the end, if you reject and decide to not give the money, perhaps 5 guys come in with guns so it's more challenging and worth paying sometimes? Who knows.
I think for your next one, perhaps consider time allocation. For example, does the picture hanging on the wall really contribute as much to the game as an upgrade system? (I understand they wouldn't take the same amount of time, but it's simply an example). If something mind-twisting is what you're going for, see if you can focus more on the programming and needed assets first before going back and polishing. If you're looking to focus on the assets, going for a more simplistic approach while remaining fun (I understand, easier said than done). For example, for the latter, you might have (unrelated to this theme) and farm where animals pop up and you have to click on them to catch them and raise your score. The game goes on forever, increasing at which the animals rise and then disappear meaning that users can play for a long time without you having to worry about extensive programming, giving you more time to design and create the farm, animals, and other beautiful assets.
Sorry for the long rambling, but I hope you get one or two things out of this long mess of a message!
Definetely had fun, and as others have said, cool concept! I wasn't completely sure how the baddies moved (it seemed like sometimes they got pushed and other times they didn't).
Do note that I got stuck at one point! Not sure if the way to solve this would've been level design or adding an "undo" button if it detects you can't move (or something like that): http://i.imgur.com/ZxnKAPu.png
Regardless, I know you can't test everything, so I enjoyed it nonetheless :)
Really enjoyed the game! I think if you slowed done the increase of balls, it would've also given a bit more leeway in scores, forcing user to try and beat their own!
Very fun game. At the start, I did not understand what to do, and soon I thought it was impossible before discovering the extra boxes. Good luck :)
Cool concept, but I wish you had taken it further! Perhaps when a block first appears, it'll show its range (like 4-7) but then every level after that, it's hidden, so you might have to go back if you don't remember the blocks exactly! Also, maybe make it a bit easier to understand what the numbers mean, it wasn't until around level 10 or 11 that I finally figured it out... perhaps give some better hints?
P.S. Don't forget to rate some other entries so your coolness goes up and you get more ratings :)
I understand that you only had ~12 hours to go, but I think there could've been a tad more attention to detail (things that wouldn't have taken very long), such as freezing the "time alive" when between rounds or shooting instantly when you click (instead of waiting a moment). Regardless, I had fun playing the game, and what really helped was the strategy of picking which upgrade you wanted. Great job for a first LD and only 12 hours!
Loved it, but I got stuck near the beginning because I didn't figure out charging (just kept tapping enter). Otherwise, very fun :)