Heroes for Hire! by ben657 2019-10-08T09:08:11Z
The idea sounds similar to ours haha. Ill be waiting for the bugfix
Foon → Ludum Dare Explorer → Users → DoctorTurbo
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥈 | 2021 | 49 | Unstable | The Volunteer | jam | Mood | 4.67 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | The Volunteer | jam | 79 | 4.15 | 3.61 | 3.20 | 4.11 | 4.37 | 4.20 | 4.67 | |
| 2019 | 45 | Start with nothing | 👥 | Amphibian Aura | jam | 305 | 3.68 | 3.32 | 3.68 | 3.01 | 3.90 | 3.17 | 3.09 | 3.21 |
The idea sounds similar to ours haha. Ill be waiting for the bugfix
Yeah the shake animation is a bit much, but otherwise great look. Try using cinemachine for camera movement next time. Makes it really easy to get better cam behavior.
Simple but effective. Nice variance in the levels man
Yeah same issue here, got trapped as well. Otherwise great job man.
Waiting for that fix then, otherwise interesting idea. Bonus points for the sheep art
Yeah not a big fan of those controls but really nice take on the theme and lovely visuals.
Great concept and surprisingly solid execution. The gameplay is actually engaging. You could definitely polish this into something worth release
For such a general theme you sure found an interesting interpertation.
Fun little immoral game. There wes some jankiness here and there but that's to be expected. UI could've been a bit better.
@alxertion Okay so I was able to pinpoint the bug. If I mash WASD and SPACE during some textscrolls they just stop and I'm guessing the logic at the end of them doesn't get executed. I'll replay the game later, I'm working on some small fixes on my game as well.
EDIT: Windows build by the way
This is some of those great gamejam ideas that can be developed much further. We really ended up enjoying the whole gamejam and the gameplay we came up with a lot.
We actually wanted to do the whole sfx and bgm system more thoroughly not to mention the game is sorely lacking some particle effects for the abilities to give better visual feedback. We just really got bogged down by the whole PlayerPrefs system trying to save and load the unit positions. Even now it seems randomly forgetful 5% of the time. I really hope some people can get something out of this game though.
@ausstein Nice to finally hear someone say that they weren't confused lol. Yeah the ending was just another thing that we couldn't add due to the time restriction. The original plan was to have a gauntlet of 3 fights in a row once you had 6 allies and then a little win cinematic. But we ran into to those save issues you mentioned so once you have 6 allies it's just endless random encounters. If I hadn't spent most of the second day writing debug logs and trying to figure out why the saving didn't work sometimes we would have done so much more. Playtesting was also something we had next to no time for so balance issues were likely. Thanks for the detailed feedback though.
@asturk @koukwst Maybe I should have put this in the tutorial rather than the text dump but you can press left shift to skip to the end of the round and shift again to skip the one by one animations. You can also just press right shift to nuke the enemies. I was proud of that feature cmon guys. But thanks so much for the feedback and I'm glad you had fun!
@ausstein Before you could have your allies die and still win, you could lose all your allies in a save and the overall flow was much more janky. Now it actually feels like a game. Though you might have played the updated version actually. I made the post much later.
@svipal I'll make a fresh linux build in 20min tell me if it works. I don't have mac or linux myself so I cant really test.
EDIT: New linux build is up
@xarras Thanks so much! I think I'll actually add that with an ending screen. @purpledartfrog Thanks my amphibian brother!
I did get attacked through the wall somehow, otherwise very nicely done. Loved the audio. A bit short but what can ya do
Internet historian influence coming on strong here
Awesome! Really fun to play and addictive in how you have to manage an ever more complex spiderweb of unstable tunnels. My only complaint would be that it feels like you aren't really progressing in the tools you use but that's a small nit for a jam game.
Very nice spin on the guitar-hero type game. Fits the theme really well and it's a nice challenge to have to switch focus from the foreground to the background to keep going. I found it pretty fun, it just needs more meme songs and banger tunes.
I would agree that the learning curve is difficult at first but the system gets fun to play around with. Haven't really seen anything like this before (aside from like population density mechanics) so really well done on the idea!
The post-processing is nicely dialed in here. I just wish there were more sounds implemented
The gameplay concept is pretty fun (and confusing at first). Its hard to find time to script a step-by-step tutorial for LD but it would have helped out. The amount of text is overwhelming at first.
The game is pretty moody but kinda slow and the floating stone buddha face didn't seem that scary
literally a perfect game without any flaws
(remember rate the game 5 stars in all categories) (please remove this part of the paid comment)
@100th-coin Yes, we participated at a local (University of Tartu) LD49 site and won 2nd place with a version we only had 39h to develop (minus sleep). The game got an update that fixed major bugs and issues, and then at the LD49 official deadline another one that added music, revised levels, and some polish.
I'm glad you enjoyed it. Our team was all beginners except for me so I'm proud of them for having put in serious effort to make levels, sounds, systems, etc.
Thanks a lot @tattomoosa ! I was just worried that if we added more exciting platforming challenges we would get a lot of "didn't know where to go" or "didn't get past x level" scores. It's always a risk since developers are way better at their game than new players, and you are really short for time and fresh players to playtest in a gamejam.
This movement system definitely has some room for more challenging levels though so you are not wrong.
@0x-void-x0 Actually yeah, the main inspirations we had were the Chernobyl miniseries by HBO and HL1.
Thanks a lot for your kind words everyone, they really mean a lot!
@skvader-418 Post-jam update with Hared Jarris confirmed. Also penumbra is a good source of inspiration to look at if we continue developing this actually. Thanks a lot!
@pdotjpg yeah these are things we only noticed after the deadline as new people saw the game, shows that we still have room to grow as designers. Looking back I really wish we would have had more time to playtest and make some changes here and there. But I'm glad you enjoyed it overall.
@frozendoze thanks so much for playing this on stream and being the first person to mention the soundtrack : - )
Visually extremely polished, love the UI design and I'm a sucker for clean transitions! I've seen plenty of games that shuffle the controls but not with this unique take on it.
I did like the controls and the art so I kept playing for a while. The difficulty might turn some people off but it was still reasonably challenging in my opinion. One of the things that frustrated me was the wallride mechanic being triggered with the character too high relative to a ledge. In this case a ledge-grab or climb mechanic would have probably helped. I under stand the time-pressure though.
This is the pinnacle of gaming as a form of existence. I'm going to write a book about this game.
@tims everyone will
The visuals and music are awesome. The gameplay fits the theme perfectly and is pretty enjoyable. It's slightly brough down by the slow movement speed but that is part of the balance so it makes sense. I hope this makes it to 20 votes, it deserves it.
Didn't work for me because it got flagged by malwarebytes