Space by EstrelSteel 2018-12-03T22:26:00Z
I would love to rate your game but I could not figure out how to run it. I have downloaded and unzipped but I do not see an executable. I'm on Windows.
Foon → Ludum Dare Explorer → Users → DougDevs
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Critical Landscape-Scale Force of Nature | jam | 3.50 | 4.25 | 4.00 | 3.00 | 2.75 | 2.50 | 4.25 | 3.50 | |
| 2019 | 45 | Start with nothing | Stuffman: Collector of Things | compo | 3.00 | 3.00 | 2.93 | 4.06 | 2.93 | 3.43 | 2.93 | |||
| 2018 | 43 | Sacrifices must be made | Eskate Death | compo | 123 | 3.68 | 3.67 | 3.15 | 4.03 | 3.41 | 2.97 | 3.55 | 3.12 |
I would love to rate your game but I could not figure out how to run it. I have downloaded and unzipped but I do not see an executable. I'm on Windows.
Your game's pixel style is consistent and polished. The small palette was a good choice and it tied everything together well. This was a very good game considering the time limit.
I encountered a bug at one point where I got stuck in a tile (see gif) blortgif.gif
Perhaps the platforms would have been better if only the very top (height of 3px) was collidable, and not the whole tile.
I think the pacing would be better if enemies died quicker (so you can appease the gods even more!) but balancing issues are more personal preference.
Hey I played your game and I think it is very cute! I got stuck on the level where you have to build stairs because I kept pushing them around after assuming control of a new sheep. I thought it was weird how when you jump, A+D translate, and when on the ground A+D rotate the sheep.
Otherwise I really liked the cute models, the game mechanic of sacrificing and climbing your pals, plus the unique fruit items. Well done, especially for your first ever Unity project.
edit: I went back and beat it! sheep.PNG
I love how flexible this theme was! People thought of all sorts of ideas for this, and your game pulls off the "sacrifice of mechanics" interpretation of the theme very well. Very retro, in both sound effects and simplified pixel style. Not a bad game by any means- would've sold very well on NES and it was made in a weekend.
This game was much better than I expected it to be. I actually liked the graphical style of sprites on chunky 3D terrain. The upgrade system was not bad either. Well done- I think this could be expanded into a very fun game.
Feedback: - I think if you are going to have attack on left click, then the character should attack in the direction the mouse is pointing instead of the direction the character is facing. This might also make it easier to kite enemies. - Sometimes I walked for a long time and couldn't find any enemies, other times there were too many. I don't know how to remedy this besides adding a map or an arrow indicating where to go to find action. - I think there should be visual feedback when you are able to swing your sword again. - Spectator mode was a really good inclusion - the terrain could use some landmarks, or random decoration like trees, rocks, or grass.
Had to fetch my mouse for this one. I liked the sound effects and the game itself was not too shabby! I'm imagining you dropping something into the toilet with the microphone nearby. "Officer down!" Got a good chuckle out of that one. You should be proud!
Your game is well done but I felt frustrated by the level design and platforming. This is a game that requires patience. Good pixel art and music, and the premise fit the theme well. You managed to fit plenty of levels into this!
Wow. Blown away by the environment and feel of the game as it relates to the theme. Music and pixel art are spot-on, providing you with a sense of desolate coldness. Well done!
Haha wow this game gave my friend and I a pretty good chuckle. The movement actually feels good, and the menus were easily navigable. Not sure what this game had to do with the theme, but I enjoyed it nonetheless.
I couldn't tell when I could or could not use my special (B on Xbox controller). I see in the description there is a point system but it's not (easily?) visible in game.
Well done and thanks for the good time, albeit short.
Fun "Hotline Miami" style game. This game is fun and satisfying. Good job!
Feedback: - I like the blood trail effect when you drag bodies. - Good, creepy atmospheric sounds that set a good tone for the theme. - Your game has a common bug in top down shooters where moving diagonal makes the character go much faster. I found this video that might help you: https://www.youtube.com/watch?v=9Fjke0xXBSw - Encountered a bug where dragging enemies sometimes is faster than the normal walking speed sometimes? not sure what triggers it - Some enemies were "stronger but dumber", but I could not tell the difference in their AI.. perhaps I am the dumb one! - You can't shoot past/over dead bodies which would be nice. - I did the same thing as @thomas-lacroix , and dragged all the bodies one by one as I killed them.. it was a bit arduous so I wish I knew about holding E when I started.
Great translation of the theme into mechanics, complimented by the level design. I liked the 3D assets, and the music wasn't bad either. Well done!
hahahah holy wow. What incredible narration and music track. Instant classic. I'm not very good at this game but it's well polished and fun.
I enjoyed playing your game and thought it fit the theme very well. This game has surprisingly good story telling, given the simplicity; My heart sank when I read the message that appears when you run out of time. This is definitely the submission I have put the most time into both playing and writing feedback for, which I hope you think is useful.
Feedback: - no visual indicator of disappearing platform - at one point in the stage I bumped into invisible ceiling - didn't figure out there was double jump for way too long, and it's not on the itch.io description either. At the beginning the test says "typical platform controls" but shift to sprint and double jump should be mentioned here as I don't think they are typical. - It was confusing and maze like without a map, but perhaps that's what you were going for..? - The pixel art wasn't bad and I liked the decision to go with a small palette. - one time I dropped from one scene to the next and it dropped me right onto spikes which was lame, especially considering how conservative you have to be with your health.
I was not able to beat it, but I may come back later. I feel the difficulty level is a little too hard, but that could be personal preference. Besides the issues I mentioned, it was fun and could be expanded or polished into a very good game. Good job!
edit: fixed bullet points
@acoto87 the art is better than you give it credit for. simple =/= bad. You can develop this pixel style more in your next game, or touch this game up as you see fit.
I played your game and I think you could expand this into a fun little stealth game. The shooting was really satisfying, and I enjoyed the explosion effect. The controls were tight, both movement and looking around. For a game made in a weekend, this is very well done.
Feedback: - Sometimes I would walk past an enemy while cloaked and think I was fine but end up getting caught anyway. Or maybe I would get caught and it wouldn't trigger the "sacrifice a mechanic" screen until some frames later, perhaps? - I think it should be more obvious which way enemies are facing to more easily plan your route and getting caught would feel more deserved. - I think that the execution of the theme was more of a detriment to an otherwise short and interesting stealth game. Permanently losing mechanics was a bit frustrating. - your probuilder is showing! Simple textures could make this look much more polished.
I wasn't able to get past World 1 level 5, but I can tell you put a lot of time into this game. For a prototype made in a weekend, this is pretty dang good.
Feedback: - When I clicked World 2 level 1 it gave me an error. - I appreciated that you can turn off screen shake - I found a bug where when you shoot at your feet can slide around on the ground very fast... Not sure if that was intentional. - I understand that you want the player to plan ahead, but it feels bad running out of ammo and not being able to rocket jump again. - Took me a sec to figure out you can rocket jump. - Not sure what the benefits are from grabbing additional keys before finishing a level. - I like the walk cycle for your character.
I won! I think fast forward would be greatly appreciated. Good environment and execution of theme. Enjoyed the voxel graphics.
This game has great pixel art and the music was good too (I don't know if you made that yourself or not).
Feedback: - When the character stands still, the sprite shows the character facing downward no matter what. If you were previously moving upward and press space, you'll attack upward. Perhaps the sprite should show the direction you're facing when standing still. - The character moves too far after I let go of the directional input. Only happens when I hold it down for longer, not when tapping. Not sure what causes that
For me, it was hard to tell what the effect of the falling boulders actually was. At some point the rate at which villagers spawned vastly outmatched the rate at which I could click on the hut, then click and drag them to the center. The game had a consistent vibe, which I thought was cool. Well done, especially given the time constraints!
I see this is your first LDJam submission! If this is one of your very first Unity projects, you should be proud given the time constraints. Once I figured out how to play and got used to the camera controls I had a bit of fun. Good job!
Feedback: - I thought the inverse camera controls with WASD were weird. Took me a sec to get used to, perhaps this kind of shooting game is best controlled with a mouse. - The projectiles don't always go towards the center where you aimed- Maybe it could have been more satisfying with raycast/hitscan type shooting. @kelbg mentioned this in their comment. - might be helpful to have a game over screen where a player can review their score before restarting instead of doing it automatically - I actually didn't understand the objective at first. Perhaps you can be more explicit in your description on how to play, ie. sacrificing a blue floof will destroy the blue spikes, sacrificing a pink floof will destroy pink spikes.
This game is so well done and feels very polished! Love it- but I agree with @adventureislands the diagonal movements were hard for my brain to process at first. Second time through I kind of got the hang of them.
The menus were very well done, and I can tell you put a lot of effort into it. Perfect scores grant you a gem on the level select screen! I liked the brooding cloud effect in the background. The gameplay itself was simple and satisfying. The pig sprite made me laugh out loud. I liked that it saves your progress if you close and reopen.
Two options that I think would make it better: - Ability to stab the sacrifice multiple times (as of now, you can swing the knife but to no effect) - OR slide in the next sacrifice right after you have freed or stabbed the current sacrifice.
edit: The time it takes to get to the next sacrifice wasn't a big deal on later levels when it speeds up. Perhaps it would be good if the desired sacrifice stayed on the screen the entire level.
I agree with previous comments, this game would work best with an endless mode.
Thank you so much for the feedback everyone!! I'm glad my goofy game and mouth-made sound effects made people smile. @blodyavenger Sorry, no plans to expand this game, as I'll be returning to a pet project of mine after this. @relixes That's a very good idea for balance, I wish I thought of that! @pennycook and @fussenkuh great ideas for making the whale's position more obvious and more intimidating.
I'll be taking all the feedback here into consideration for future projects and I can't state my appreciation that you all went out of your way to write up your thoughts! I will continue to read future comments so keep it coming, thanks!
Yes, @erebus that's a great idea- both distance markers and being able to throw the penguins for more speed would be my top additions to this. Unfortunately I thought about those things a little late. Live n learn :) Thanks for the feedback
I thought that the shooting was pretty satisfying, and the movement wasn't bad either. Music and sound effects were actually really good. Gun noise is satisfying and the music is short but provides a good game feel. Well done!
Feedback: - Animation could use some work, as the feet never move, even when the character is jumping. - The arm glitches out pretty often. - It was not immediately obvious that you need to press E on the terminals, but I figured it out pretty quick. - Could stand to be a bit easier, but I like the feeling that every shot, and every second matters- you did a good job of translating the theme into mechanics here. - In Unity, it is pretty easy to hide the cursor, which I would recommend doing if you want to improve or expand on this game: https://docs.unity3d.com/ScriptReference/Cursor-visible.html
Feedback: - The size of the camera limits the view port quite a bit. There are some ceilings that I didn't know were there, before risking my life by reversing gravity - the gravity reversal mechanic was fun, but I wish I could reverse it in mid air to save myself from falling up to my death. - The character glitches back and forth when moving into a wall. - sometimes the horizontal movement is very slidey, for lack of a better word. - It would be nice if there was visual or audio feedback when damaging an enemy - I think maybe the mechanics and the game itself were too loosely connected with the theme. - I liked that the projectiles are 2D physics objects and kind of bump into each other after hitting a wall. - on level 2, it took me too long to figure out where to go. Perhaps the level design could have done a better job at pointing the player in the right direction. Zooming out the camera could have helped a little with this as well.
I hope that this feedback was useful to you. I think for an early Unity project this is actually a very impressive amount of work to have done in a single weekend! Good job, and I hope my feedback didn't come across as too harsh.
spawn rates are a bit too long, so the game got a bit boring. I think the light mechanic has the potential to be expanded into something more. Otherwise I liked the style and the idea behind the game. Well done for a weekend project!
Played it on web- simply a fun game! It took me 2 plays to figure out the birds pop your balloons, but maybe I'm a bit dense. Good, consistent pixel art that is well polished. Smooth and enjoyable soundtrack.
Holy moly a multiplayer game in a jam? I'm impressed. The graphics are cute and fun, I like them a lot. I am unsure if it is true networked multiplayer or if the map is just saved and shared since I'm the only one logged in right now. I unlocked the flowers for everybody :sunflower: My only wish is that I could zoom out the camera or see a top down map. Very innovative take on the theme!
The models and animation were very well done! I found the aiming to be difficult, and I still don't fully understand why my character falls down sometimes after shooting.
Nice. Feels well polished and is beautiful. Excellent compo submission
Fun game!
This game is incredible!
Fun!
Wow! What a fun one. A little learning curve but I could see myself coming back to this.