The drop to the top by jk5000 2019-10-09T13:12:25Z
I thought right side is ai. If it was AI that can be good for competition :D
Foon → Ludum Dare Explorer → Users → despdair
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Precious Animals | compo | 940 | 2.90 | 2.82 | 2.89 | 3.35 | 2.71 | 2.53 | 2.31 | 2.59 | |
| 2020 | 46 | Keep it alive | 👥 | Survivalgo | jam | 1769 | 3.25 | 3.14 | 3.29 | 2.59 | 3.12 | 2.91 | 2.12 | 2.72 |
| 2019 | 45 | Start with nothing | Nothing Found a Ludum Dare 45 game | jam | 1049 | 2.75 | 2.40 | 2.72 | 2.98 | 2.65 | 2.54 | 2.11 | 2.86 |
I thought right side is ai. If it was AI that can be good for competition :D
main idea and game mechanic is impressive and very creative. I liked it
Hi, I was waiting this game during ludum dare. I think you got a descend idea and gameplay and its pretty robust. But I think there needs to be more engaging elements to make it fun. I did not even know what I am doing but I won the game. Graphics are super cool and cute, game idea is inovative too I did not expect that
@phyro that was quite exciting this time. I think at first time instead of leveling up it triggered victory state. The card variation and objectives are enough and impresive when I think about limit of time. I think you need to improve this game, it can be very good.
It is very fun to play and challenging to master. There is some frame drops when line gets bigger so turning becomes tricky. But it is almost finished game and very good looking one. Impressive job to fit this game in small time.
This game very nice graphics, I love voxel style of game and correlation with sounds. Mechanics are easy to get use to but I think enemies are came a little early.
audio is a little bit annoying
I think main mechanic is quite good and robust enough when we think about time limit. Variations keep player engaged and solving puzzles is quite fun
This is the best game I played in this jam so far. It's so smooth and that makes it special. Keeping writings simple and fun is a great positive thing and engages player. Aproaching theme in a kind of philosophical way is creative and exciting to see. Graphics also fits your theme.
html version is not starting :(
It has good graphics and gameplay but I think it is a bit hard. You may need to give a helping hand to player like an easier level or something else. I think I understood the mechanic but I couldn't manage to do it. Also, controls can be more direct.
I think you should add a bit more variation to rooms. Other than that, playing is pretty fun
This is just great. It can be a full game and with better writing it can be a good detective game
Graphics are very smooth and enjoyable. Game mechanics and gathering systems also enjoyable to play. You may wanna add some fight scenes where you force player to hide or do certain action, this will both teach player how to play and may increase intensity. Also does this graphical system called voxel or isometric? I am bad at differentiating them.
Audio, graphics and innovation are pretty good and has a solid mechanics. Almost a finished game
I think commands need to be much more easy. This level of detail kills enjoyment I think
Graphics and atmosphere is great
Honestly, I did not understand the game at all. Maybe you need some variations
I liked it. It was pretty tense and scary when I saw little girls. How did you managed those environment changes? Is it scene transitions or is it just a texture switch?
controls makes game very hard to play, I can barely move to where I want to. other than that graphics are cool and main idea is valuable. I think you can extend this and use it to spread some awareness.
you could put a link here instead of asking us to go your account and search for it. Putting link will make things easier
You should add some animations, player object makes a feeling like unrealistic and not part of the world. Apart from that I think this can be a good game with adding more levels and extending it. I don't think there is much correlation with jam topic but it is fun and robust game.
Graphics very cool. Control switch from mouse click to wasd needs a hint or please not do that. Spirit phase can be played with wasd as well, switching controls makes it confusing. Also I did not understand game, maybe you should show texts a little bit longer.
I wanted to give good points to graphics but you opted out.
I loved to see another story driven game. I think it is great in every aspect and good implementation of idea
graphics are quite good. this can be a full puzzle game with little more tweaking
I couldn't figure out login screen. Can you give a hint
@albionbrown I think mouse is super sensitive for every one. My mouse was not that sensitive and I had not enough experience to program a good look around code honestly. And I did not think escape will be issue on html version sorry.
@ksandr7 @kruemelkeksfan hi, it must have been fixed now. You can check it again
@kruemelkeksfan thanks for comment. Actually I was implemented some system for that but it bugged later levels so I deleted it and forgot to implement a new one. There is a sensitivity issue as you said and I will look at your game and other jam games to find a good solution. Also I am planning to write a ready-to-use code for this purpose to use in future. So much work and lessons to take :v:
@wxzuir thank you for trying it. I experienced the same bug, I am not sure why it is happening but report element sometimes does not increases memory counter. Some inheritance issue I guess. If you want I can send you privately remaining level as a video or writing.
@alphaden I made it a little bit scary through story and blank points with mistery. If you mean to say that, it is pretty normal I think :)
@tarfield I am aware of buggy movement but I had not enough time to focus and solve it. I think there is a very easy way to solve it but I don't know yet. Definetly will work on that though
@seabird and @hanna-knop Hi, sad to hear you had issues with it. Which version did you tried to play and in which platform (like windows 10, 7 etc. or browser). If you can share this info I will look at it and try to fix it asap.
@zoarfy Hi, that spider painting has a backstory actually if you want to check. After some play test I have seen the same behavior, I think last notes overlaps with lights so they are triggered at the same time. I would want to add some middle levels to increase last story beat but I am satisfied to hear that you found it strong. I tried to create good writings to shape story, I will work on it for next ludum dare which may be a story based isometric game.
I noticed annoying sound too. During ludum dare, I play tested my game with sounds closed because of staying dorm. That is also a note for me for feature game development. Thank you for your kind feedback.
@seabird can you specify your browser please? I played it in chrome and everything seems fine, I can look into itch.io and unity settings if you can share your browser
@seabird nice to hear that. There may be an error occurred on the itch.io side on your first try
@tohubohu The sensitivity setting was on pause menu which you have seen. It is a bug on html version I think, instead of closing not goes straight to pause menu. There was one more level to play which enhances story to final beat. You can open/close pause menu with backspace button at html, escape at windows. I think I should made that a bit more obvious. 3D models are mostly free assets I gathered around and some of them early production of myself. I took level design and correlation of models as a part of graphics so I did not opted-out on ratings.
@kanonix thank your for your feedback. A dialog which tells interwct with item should appear when you are close enough. You encountered with a bug maybe. I know controls are fizzy I could not solve it during jam and player actually hovers a bit when you look up 😂
@hare-software thank your for your kind comment. Slider has been added last time but a lot of comments said the same thing. I will look at it for later game productions
Can you make a html 5 version also, if you used unity or other supported engine
@wxzuir I made a 3D fps game for this jam and surprisingly it works very well in html 5. Unity handles webgl conversion pretty well.
@wxzuir thank you for webgl version. I loved the game, it is so simplistic yet very impressive. End was shocking
@wxzuir do you have a twitter account or something which I can follow? I liked your game and I would like to follow up you guys to see your future projects. I wanted to ask this from day one of ratings actually :D. I will be happy if any of you can provide a medium to follow.
very good implementation of idea and mechanic
nice work, I am sad that game got that low review though. I could not played due to medical problems but watched the rest from playthorugh, you may want to add an accessibility option which helps player a bit maybe by allowing a mono support or some guidance arrows. Maybe a hearing device to hear a direction can be cool with controls you made for flashlight.
awesome, to good to be a jam game even though there is only one mechanic, levels are impressive and challenging
There was an ubisoft game called valient hearts, this reminded me that
using green text color over orange is not a good idea they really don't go along since there is not enough contrast and both of them are warm colors. If you are not sure about certain color combinations, stay with white/black text colors they are almost always safe bets. And giving some feedback when player gets damaged could be cool like you did on enemies. Great job
nice one, delays between attacks felt too long to me, you can add a button like send attack early
Interesting to see that kind of game in this jam
great game, I'm always open to gardening games :smile: Musics are good fit to general game and little vibration effect around boxes look cool
great game. You can extend this game with some more features. How did you managed to release it though, google play says me I will probably wait 7 days to release game
graphics are really cool. I think game could use a minimap and some tutorial episodes, I cannot understand what I should do. Also adding some overlay texts to buttons (like when I hover them there should be some text with name) can help player to understand what it does. Overall nice interpretation
You should give hints after 2-3 tries, giving them at first error can lead behaviors like "I will get a hint so just press random cells to solve it with hint" Cool try though and brain cracking
great work, better than mine to be honest
AWESOME graphics, stunning
with small iterations and some tutorial levels, this can easily teach basics of ml. Great work
I think there is a crop in ui, you may need to look at behaviour on different scales. Sometimes it is different than what it is in editor. Even though it is a compo game this is very robust and with some random generation this can work as mini game I believe. Great work
sound gets boring and I think sometimes enemies collects chicks outside of the screen and disappears, not allowing that may be good since player had no change to prevent something outside of the screen
Sometimes bullets goes through shields I guess. Even though there was a shield in line, they gone on and killed me and I could not move shields at that round with keyboard. Also I made very similar game to this in terms of core mechanic, feel free to check it out https://ldjam.com/events/ludum-dare/46/precious-animals
@nk-x-x hey that was my issue too. Like after first run, upon the restart I could not move them via keyboard somehow and bullets kept passing shield when they are stationary. I don't how you can reproduce though, I did almost nothing. And how you achieved mouse as a input, there is two shields is it like left click for moving one of them, right click for moving other one? I will definitely want to give it a try at mouse too.
I stuck at dancing, and I think some kind of indication about issue may be good, I lost several games just while trying to find correct room
putting some key sprites over parts of body can help player like putting and button sprite over head to show which button is associated with it
you should put a tutorial to how to play, I don't get it
there needs to be more introduction I think. You can add some small tutorialish episodes so that one can get the sense of the game before full world. Beside that, the idea and the mix is good
Screenshot (24).png I enjoyed this one
that was exhausting. pretty solid game, it could be fun to add some more flowers and maybe devices like auto water with some intervals
I felt more than blind while playing game like there is no way for me to solve this issue. But in mechanic and visual vise it is pretty good. Minigames are cool but can use a bit lower hardness like you can make sure at first disaster player will take good percentage to keep player in game a little bit longer
link is not working for me I think, can you check it
@extrone I have a problem with my internet it seems
Game crashed on html5 with actually no particular reason when I looked at the error. ``` Uncaught abort(186) at Error at jsStackTrace (blob:https://v6p9d9t4.ssl.hwcdn.net/b7a57138-8873-4a64-ba7c-3053c3b3d171:8:22313) at Object.stackTrace (blob:https://v6p9d9t4.ssl.hwcdn.net/b7a57138-8873-4a64-ba7c-3053c3b3d171:8:22484) at Object.onAbort (https://v6p9d9t4.ssl.hwcdn.net/html/2177690/Build/UnityLoader.js:4:11047) at abort (blob:https://v6p9d9t4.ssl.hwcdn.net/b7a57138-8873-4a64-ba7c-3053c3b3d171:8:489351) at wasm-function[51142]:0xeef0c0 at wasm-function[23321]:0x9cd826 at wasm-function[23991]:0x9ee05c at wasm-function[50396]:0xed22bd at wasm-function[50398]:0xed2a05 at wasm-function[48378]:0xe9fec1 at wasm-function[50914]:0xeee3f1 at Object.dynCall_iiiii (blob:https://v6p9d9t4.ssl.hwcdn.net/b7a57138-8873-4a64-ba7c-3053c3b3d171:8:464148) at invoke_iiiii (blob:https://v6p9d9t4.ssl.hwcdn.net/b7a57138-8873-4a64-ba7c-3053c3b3d171:8:338871) at wasm-function[45030]:0xe34c4f at wasm-function[44512]:0xe1e257 at wasm-function[4962]:0x20c0de at wasm-function[4961]:0x20c00c at wasm-function[8444]:0x3347a6 at wasm-function[8441]:0x333b76 at wasm-function[10874]:0x43d5f0 at wasm-function[8885]:0x367e6e at wasm-function[11301]:0x46e9b4 at wasm-function[11018]:0x44c20e at wasm-function[11018]:0x44c223 at wasm-function[11010]:0x44b405 at wasm-function[11004]:0x44984a at wasm-function[50928]:0xeee624 at Object.dynCall_v (blob:https://v6p9d9t4.ssl.hwcdn.net/b7a57138-8873-4a64-ba7c-3053c3b3d171:8:472245) at browserIterationFunc (blob:https://v6p9d9t4.ssl.hwcdn.net/b7a57138-8873-4a64-ba7c-3053c3b3d171:8:175958) at Object.runIter (blob:https://v6p9d9t4.ssl.hwcdn.net/b7a57138-8873-4a64-ba7c-3053c3b3d171:8:179019) at Browser_mainLoop_runner (blob:https://v6p9d9t4.ssl.hwcdn.net/b7a57138-8873-4a64-ba7c-3053c3b3d171:8:177481) ```
@touchme you can open callstack in player settings of html5 to understand what is going on and what causes crash/lag etc.
Pls make street scene too. It will be cool if you add some punishment to pushing keys that are not active at that time, in this version if I keep pushing all 4 buttons, I don't have to look at the game to play it. Also, some variety through fights can be good like switching sides during attack and so on
you should let music continue after scene load I think, it will feel more natural by that way
And children goes to moon Screenshot (25).png
nice interpretation of idea and I liked the mix of 2d and 3d graphics. Nice job
I always wanted to be a playboy in 80s :laughing:
nice, different tower defense. I liked the idea behind
I think you forgot to add links
@wxzuir I liked it, graphics and effects are really cool and I liked how you interpreted theme
Game is good in most aspects. The market section did not work for me though, even I pressed f in front of market it just repeated main music. And then when I was trying to enter second building when they locked doors, game crashed with below log. Uncaught RuntimeError: memory access out of bounds at wasm-function[49156]:0xecfdba at wasm-function[28633]:0xa8da79 at wasm-function[28884]:0xa96e3e at wasm-function[31921]:0xb39312 at wasm-function[24307]:0x99ce15 at wasm-function[52851]:0xf5a5d7 at wasm-function[52612]:0xf42a8b at wasm-function[22248]:0x96628c at wasm-function[53180]:0xf6fd79 at Object.dynCall_iiiii (blob:https://v6p9d9t4.ssl.hwcdn.net/602b4aac-c12f-47b0-b166-f35b5189c7e9:8:464104) at invoke_iiiii (blob:https://v6p9d9t4.ssl.hwcdn.net/602b4aac-c12f-47b0-b166-f35b5189c7e9:8:334273) at wasm-function[49425]:0xedc48a at wasm-function[48893]:0xec5096 at wasm-function[4224]:0x19e447 at wasm-function[4223]:0x19e370 at wasm-function[7861]:0x2db9f6 at wasm-function[7858]:0x2da818 at wasm-function[10198]:0x3d3657 at wasm-function[8120]:0x2f9291 at wasm-function[10582]:0x3fef8f at wasm-function[10294]:0x3dc23a at wasm-function[10294]:0x3dc24f at wasm-function[10288]:0x3dbd54 at wasm-function[10282]:0x3d9e6a at wasm-function[53197]:0xf70056 at Object.dynCall_v (blob:https://v6p9d9t4.ssl.hwcdn.net/602b4aac-c12f-47b0-b166-f35b5189c7e9:8:473574) at browserIterationFunc (blob:https://v6p9d9t4.ssl.hwcdn.net/602b4aac-c12f-47b0-b166-f35b5189c7e9:8:173213) at Object.runIter (blob:https://v6p9d9t4.ssl.hwcdn.net/602b4aac-c12f-47b0-b166-f35b5189c7e9:8:176274) at Browser_mainLoop_runner (blob:https://v6p9d9t4.ssl.hwcdn.net/602b4aac-c12f-47b0-b166-f35b5189c7e9:8:174736)
it is too slow to be fun I guess, at least that was my experience which bored me way too much. Like robot moves slow and there are few enemies
Very nice, I was looking forward to this
along with ratings, I want to say that this is a good game design
you may increase friction between surface and player, it felt hard to control and unrealistic to me. Overall, this is a good game and fun to play
good game and clever puzzles. I liked seeing a well known meme/comic to become a game
Nice game, I think there are huge fps drops in game. When bed stayed outside of the perspective, my game really lagged and I could not play it after first light. You may want to look at this issue or this may be my computer's meltdown.
I could not get the sense of the game or on what bases should we play. But graphics and sounds are engaging
You may want to play with random generation there was some dead ends in river parts in my first runs. And jump animation can be a little bit slow
nice atmosphere. It can use some guiding though
I think you should add some kind of indicator for when turrets will disappear, in this one it seems unfair for me when turrets disappeared. But it is not very common among this genre so I liked it.
very good visuals, great work on that
At second run there was no thing to collect in world. And please put a sensitivity setting, this was is really sensitive which makes it hard to play. And I did not understand what should I do to prevent birds
great effort and interpretation of theme. It's easily controllable and gets along well with player :)
@ulisses finding something original is always hard, the important thing is implementation for most cases in jams since it is more about making right decisions in limited time to create best possible product
@willoftw @dimling hi one of my friend had encountered with that error too but I could not recreate it to fix. But I will look at it again. @leon-oost thx for feedback I will consider that
@technosander @singleshoe @hexiez123 thank you all for playing it and feedback. @joskerdu I could not figure out to how to solve it, I solved it to the some degree but I can't find the real reason sadly
@cogcomp thank you that was my goal, nice to see it worked out. @madbookstudios initially, I designed the game for mobile and when I realized most of us will play on html it was too late to change ratio :). Musics were my first attempts and I have really bad sense of music :(
@papabirb thank you so much for detailed review. I am noting these to fix. Also those yellow things are actually feeds that animals should take. I wanted to distract player a bit between missiles and feeds but signs were not clear enough for that I think.
@dandala88 I am aware of that, I could not stick a good system for tutorial at the time of jam, maybe because of exhausting. On editor and on mobile, game gives you more break between bullets, but I couldn't figure out why this was not the case for web but I will definitely look at it. Thx for feedback
@wxzuir yes, I felt like I had plenty of time to make another game after compo game
@zerohbeat I did not want to make it so obvious so left it to a randomness. There is plenty of time for most attacks but yeah it can be unavoidable time to time. Thx for feedback
@sokette thx for feedback. I could not figure out what keeps bounced missiles to come back, there is no affector pulls them but sometimes physics mess up I think. Meal think was very late addition that I wanted to add a new thing which player needs to consider and take risk but it was not well introduced as you said
@devesh-sharma oh thx for bug report, much appreciated.
@echo-team even on full screen mode? I am aware this version is hard for computers, if you want I can provide some version scaled down for your pc.
@marbles yes. That was my first time doing an art and I wanted to try out different softwares and techniques for assets.
@sandra-martinez yeah, I could not found a way to solve it though it seems I need to recreate project since error comes from standard packages. Thx for trying, it is hard to stay alive long :smile:
@pandakipu :( thx for playing it, you can count you broke your record :smile:
@suchista thx. That bounce bug is handled by rigidbody which results in to keeping velocity the same sometimes, I will probably write my own bounce script to make it stable. I am planning to add very short disclaimer before shoot which will decrease over playtime and experience. But I don't want to make it to obvious so that player sits quietly until enemy fire.
@hoyr yeah, intended difficulty curve was smoother but I forgot to adjust it before release
@splitpainter thx for playing. I will consider to adding some background but I could not quite found a setup this action goes on, it will probably a spacey background. @smiley sorry for your ears. I just enabled it to mobile but screen ratio is not perfect fit for it, I'm glad that inputs worked on mobile
@generictoast hahaha I will look at your one too then
@rahmkota3 haha I had the same idea with your game too but it seemed to much burden for me
@scott-steffes I can think some very short magnet affect or slow time system but there is only one input in mobile which makes this kind of little things impossible I think. But I will look into that
@frenchie yes, page has link to that game too if you want to check it out. After compo, I wanted make something else. I am considering little deflect direction, I relied on unity physics on compo but it let me down. Thx for playing
I don't know if it is about me or not but html5 version is not loading the game
@fabula-rasa It worked now, great game
I did not understand whether I did a good thing or bad thing while customers leave so this may be more clear. Speed of player becomes uncontrollable after some point, I don't know this was an intention or not but you may want to use a limit for it. Other than those game is good and hard to stop
sounds are really high, you should balance them. Good attempt for first jam though, good implementation to classic mechanics. You my want to use a bit steeper difficulty curve though, it is a bit easy and gets boring too easily. And maybe you can keep meteors a bit far away from camera too.
@lungtakumi I don't know how others feel but frequent pc gamer and programmers have fast ability to use keyboards so I probably felt that way because of that. Like, you may had set up game too hard and lowered it to too easy but as you said it is hard to satisfy every player :(
game is nice. It's hard to say something about you way of doing certain things. You should look at the physics a bit I think to make it feel a little better. And don't interrupt players progress by sending it back to menu to select a new level, instead load instantly new level to encourage player. And you should make texts as readable as possible like adding some little shadows to back of texts by using textmeshpro (it is better than standard text for most cases). On coding side, generally try to be portable and component based systems. It maybe good to look at fixedUpdate and Update too, I felt like you mixed them a bit. Overall, it's good in terms of mechanics. In addition to them, I think you can take time to look at some other engines too like Unreal, Godot or Cocos are among popular ones. You can choice among them by looking at programming language they are almost the same for most cases (well cocos is a little bit behind but can be usable). Knowing different game engines help better coding in my opinion.
good story, I liked the way you explained it
nice game, it lagged on html5 version, I don't know if it is about me or a general problem but it was unplayable at some points
I think I stuck, I had lemon and grape as 0; rice and meat as 1. I think 1s are changing to 0 when I made a meal but there is no possibility for me to do meal. I don't know whether you thought that as puzzle element or a bug. Other than that, game is good.
sometimes camera turns upside down, so fixing cameras y axis is mostly a good idea since enemies are always at the same elevation. And sometimes egg on center sent player to sky and it takes to much time to land again, if you used unity, you can give some more weight to enemy and 0 bounciness on rigidbody.
a relaxing music would be a perfect fit for this game. It is great. Do you randomly generate levels? Or is it random selection among premade ones
@yxmx-rsx thx for details. If it is not asking much, does it check that possibility of player to solve puzzle. Like for some settings star can easily be unreachable. Or you have some clever logic behind prevents that at random generation. I am working on alike random generation but solutions I found for problem of finishability takes lots of computation right now
It's too long and not competitive, player hardly loses life so there is no worries about death. Enemies should do more damage I think
nice one. Colors are too vivid though, there should be some more distinction between front objects and background
This is overall good and cool idea on foreground cogs. However, at some platforms, that foreground blocks player and platform entirely which makes it harder to play. And not putting a collider under the platforms are a game design choice but coloring of them makes it like they are concrete walls at the same level of platforms. You build gameplay around their colliderless design but it has the same tone has other elements so maybe make it a little transparent like a shadow or make it fell like they are distant and behind player. And you may want to stop movement while level is loading, that can be frustrating.
I think you might want to ramp up difficulty curve. It gets easy too soon. Other than that great work.
hard to control character, pratoganist does not look at the direction of mouse always which is a big issue. And walking sound is too repetitive but the sound it self is ends and starts instead of giving a feel of continuation
It was soo fun to play
sounds are a bit high and makes it hard to bear. Especially, shot sound is very high
I was kind of looking for this game, you can make it more clear for some needs and colors are sometimes mixing to each other
very nice concentration of pains in game development
nice game. Have a bit astroneer wibe. In a side not, it seems like you are pushing rover and planet itself has an affector. Pushing rover creates an unrealistic/not nice looking affect. Use https://docs.unity3d.com/Manual/WheelColliderTutorial.html this instead of pushing rover all together.
You should have released more games because this is great art work and playability. Focusing on story for first games is a good path but try things with more mechanics next time and try to release somethings even they won't be noticed by anybody, it is great to have a game stays in a store.
very fun to play, I like bullet hells
nice try, it can be a bit longer and explanatory I guess, I did not know what to do with themes at the end
That reminded me alien vs predator somehow. Musics sounded a bit high for me but the idea of using people to both get health and must to eliminate them makes it nice to play
@noel-widmer thank you finding bugs. I forgot to add a respawn system to first level. @maxim218 @bassguitarbill @storyteller-games thank you for your feedback and I am glad you all liked it. @relixes I made a version of this with just papers, initially I wanted to replicate that with 2D arts and clear boundaries but I wanted to try out isometric systems and it makes game nicer than 2D art I think. But it was hard for me to think about it even while I am doing like will character go left or right at that point and so on. I will consider this but I think isometric will stay, maybe with some more distinction. @ilprinny I could not found an initiative and easy way to make a close statement for loops in 10 hour period, if you have any idea I will be happy to hear. @svetoslav-godzhev it is a good idea but since this aims to children it may generate steeper difficulty curves than optimal, but I will definitely add it to some harder levels.
@binaryprinciple thx, I am planning it for ipads and tablets since this kind of system can be pretty hard to see in mobile. And I will try to implement in some smart boards for schools in my country. @sayumeki isometric style is hard to interpret but makes game sweet and appealing for children in my opinion and I will add some more intro levels to make sure they really get the idea for both isometric tiles and loop encounters. And I am planning to add some if statement maybe with moving blocks. Will see about that
@chicken-castle-artwork thank you for feedback, I will fix them accordingly.
@neontropics thx for feedback. I want to find an easy way as if's like command for moving enemies or traps bu I couldn't figure it out yet
@zerohbeat yeah that's because of doomed grid layout in unity. Thx for feedback
@rhoka thx for feedback, I will consider that for some levels. Eventually, I wanted to force solving problems in one go but with more levels your idea can be good for starter levels.
@g12345 yeah. I am looking to using shader with tiles if that is possible and a switch between 2d and isometric perspectives to take off boiler plate of the game. Thx for advice.
@robert-li do you remember at which level you experienced this?
@haiyoooo thx for feedback. Normally, I am planning to increase difficulty in 3 steps but in 10 hour period it was not possible for me to make more levels, and I felt a bit brain washed near the end of jam. Thx for playing, it's good to see some game design decisions are working. @superpatch I am planning to change whole system at that side and I'm working on it with more clear brain let me say :smile_cat:. I will consider just resetting player but it's more of a design decision for now. Thx for feedback and playing.
@marc-grabow I'm working on a rework on that system which will make commands a bit like a video timeline. Hope it will payoff
@firellon @chuchugeralt thank you so much for playing and feedback. I will consider them to improve game
@marc-grabow thx for cool ideas. WaitFor can work pretty well for many moving obstacles
@kaafirookie Hi, thx for feedback and spending time. I will continue to work on them but I don't know at what timeline right now since I have two projects at my hand needs to be finished first. I might not spent so much time on precious animals, it may end up improved experience with some additions to gameplay since I have very similar game at my hand at last stages of development. This project take many people's attention though and I got very good feedbacks, so right now I am working on a small fix which will act as prototype v2.0 which I will update about people who played this game. Many of the problems you mentioned were in my had even while developing it but I choosed what is easy to me instead of what is easy to player with a tired brain.
@rodrigo-denubila initialy, I want the red tiles to be like lava and maybe some escaping from them to survive. But isometric tiles are not mine so I can’t put my ideal ones. And this was in my mind as a challenge so it was nice excuse even it was slightly reşated with theme. But I’m adding more stuff now as post jam edition which suits more to the theme. Thx for feedback
@derek-volker functions are good idea and essential in my opinion. However, it is hard to implement with keeping simple ui, the best solution comes to my mind is building a scratch like system instead of this button concept. But I am thinking a different method for it
@derek-volker @fancypants @rodrigo-denubila @trigueiro @kaafirookie @marc-grabow @chuchugeralt @firellon @scott-steffes @thelemba @superpatch @haiyoooo @robert-li @marcusnystrand @sandra-martinez @solweak @lungtakumi @kupnu4 @grandtheftmarmot @marbles @emperor-eagle @g12345 @sharks @amazura @charliegray @extrone @zzox @stefenism @rhoka @zerohbeat @wxzuir @neontropics @tuesi @isaque-picao-sanches @linx @adriankrawczyk @dxk2294 @d5r @karas @luddegodofpain @alareo @janmatyoostudio @victor-reiner @frokes @chicken-castle-artwork @aditya-kumar @storyteller-games @nonumbersgames @binaryprinciple @sayumeki @svetoslav-godzhev @ilprinny @relixes @bassguitarbill @maxim218 @noel-widmer Hi everyone, sorry for interrupting you. I released a post jam version of the game. Feel free to inspect it and give feedback. I solved many of the requested feedback and added new levels/features https://despdair.itch.io/survivalgo here is html5 version is post-jam
@krammetje thx for feedback. I will fix it right away
@tobiasw thank you for feedback. There is lack of introduction for loop stopper and I could not found a way to introduce it and subset codes for loop may involve drag and drop system. But I will definitely work on that to improve and maybe the way scratch did is the best solution but I will see about that. Enemy level is very buggy too and it is not as intended to be. Initial idea to force users to use waits but as I think now there were much better ways to do it. Hence, in that enemy level you can pass it buy just running at the correct time. Thank you for feedback again.
@honest-dan I'm looking on it, I introduced for's alongside with while's in system but in UX side it is not ideal. I am trying to design levels where players are somehow rewarded by loops instead of straight out forcing them. Your feedback in stream definitely helped me though, thank you for spending time.
It's so peaceful game. But I think there should be a win state, and maybe overfeeding can be a lose state too