Small World Fighters by noddingTortoise 2017-05-06T07:56:07Z
I quite like the idea. Its simple but efficient. Most of drawback was already listen, but I presume with more dev time it could be nice game
Foon → Ludum Dare Explorer → Users → DrLizard
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | Lone Tower: Against All Odds | jam | 750 | 3.38 | 3.43 | 3.25 | 3.58 | 3.43 | 3.25 | 2.86 | 3.34 |
| 2023 | 53 | Delivery | 👥 | Delirium and Deliverance | extra | |||||||||
| 2019 | 44 | Your life is currency | 👥 | Tree of Life | jam | 82 | 4.00 | 3.94 | 2.85 | 3.97 | 4.08 | 3.02 | 3.61 | |
| 2018 | 43 | Sacrifices must be made | 👥 | Neon Tank Warrior | jam | 55 | 4.10 | 4.08 | 3.85 | 4.22 | 4.32 | 2.61 | 3.69 | |
| 2017 | 38 | A Small World | 👥 | An Ant World | jam | 324 | 3.45 | 3.08 | 3.54 | 4.04 | 2.92 | 3.04 | 2.31 | 2.95 |
I quite like the idea. Its simple but efficient. Most of drawback was already listen, but I presume with more dev time it could be nice game
Nice idea doing world in paper sack.
It is as kruemelkeksfan said. I like story which you choose, but i cant see it much in game itself
Its not easy to play. I have run out of oxygen twice before i reached first seeds ad i didnt had will to do same with cages. Graphic and audio are nice, basic mechanic seems interesting. It is hard to say more, I would consider it more like tech demo, than game. But dont take me all negative. It has potential and I hope that in future you will have necessary time to exploit it.
I like idea of hero mage to fight, or shield himself with villager. Unfortunately i didnt have feeling that in inevitable to sacrifice them. Also i didnt know what is game goal. I have reached castle one day before I would quit game. Perhaps some more inter level story would help, or even decision to sacrifice people to have less enemies ahead, similar to that shortcut gate
Dont know it is a bug or i did something wrong. But since a have opened map at the ship first time i didnt get any new info text. I heared sounds like im supposed to get new hint or piece of story but still had text about map. Anyway FPS/adventure is fine idea but i missed theme alot.
Death caused by mental pain. Day 359. Its interesting approach, reminded mme of old text games.
Lasted 12 winters. Overall nice idea. It was bit frustrating knowing that game is designed to lose, but it didnt take long and my "last march of the ents" wasnt that bad.
Nice concept, but events tends to repeat very quickly, but outcome seems to be purely random and usually bad and bad.
unfortunatelly i had problem with anti-virus and were unable to play :/
Nothing breath taking, but solid well rounded submit for first LD.
Nice back story. I had little difficulties to get by with controll but their overall idea is good
Agree with difficulty to figure out where coins are. Also myself had problem with relatively slowly looking speed of your avatar compered to enemies. It was hard to get used to
Solid concept of using theme. Idea of bouncing projectiles makes it better. Works good with simple graphic. Unfortunately i got stuck right in second level, unable to jump over obstacle.
Im unsure about three weapon types. I had big problem to aim and hit with 1 and 3 so i used only explosive one same for towers. After realizing that game become quite easy. I like legacy concept, but it makes game further easier
I was lost at first minute, just collecting items by keys to not die. But as i placed first land, prey and predator life bar started to recharge and let me simply place rest of land mass to finish game. Music is nice, but also the best part. I wonder where you might get if you had more time.
Hats off to the visuals and the scope of the in-game menu, something a full game would be ashamed of. It was spoiled a little by the discovery that most of the control settings are generic and have no effect in the game, and I probably couldn't set up all the weapons for K&M. The game itself is straightforward, simple. Somewhat frustrating, as I have used mouse, is the poorly visible cursor and the fact that its distance from the ship affects rotation speed, making it more visible or limiting how far it can be moved would have helped the gameplay in my opinion.
Opening options during the game doesn't pause it
There is always some beauty in simple things. Take a moment to figure out how to play, and i must admit that at first I have underestimate it a bit, but after figuring out how to play in more effectively it is a nice idle game. If I could turn of the music i would even leave it running on the background while trying out other submissions
It reminded me a lot of the games of old times. Pencil and paper necessary :) If I may three reflection I have got while playing the game. Might be helpful to keep controls hint visible all times or interact hint. It may do wonders as even as simple as it seems to remember three keys, when I was trying key for multiple holes I was sure if I'm using correct button, standing right or it is just wrong keyhole. And second I would say, test try game play and polishing the game is many times better than further content. I have struggle with character movement, those weird turns instead of instant move in chosen direction are troubling.
Please don't take it hard as a criticism it is superb what you have produce and I believe you will continu and hopefully my feedback will help you.
It was a bit hard to play with K&M as rotation wasn't smooth and some angles were skipped. And it is a shame because from design point of view and especially visual it is pretty damn good. The models, the textures, the overall atmosphere all fit together perfectly and the music just adds to it. One small thing I would appreciate is to open the menu during the game since there is no option to exit the currently played level. Anyway, good job, keep it up :)
Thumbs up for the combination of simple graphics and music it had the right atmosphere. Unfortunately I didn't last too long playing. I have missed some form of hint which way to look for each page, the ability to at least initially escape or avoid the monster. So it quickly got away from the cycle of trial and error and trying to memorise each level. A know it's hard to keep a critical distance from your own creation, and it helps a lot to snag the first person uninvolved in the project and put them in front of the monitor as a play tester.
However, the creation I was involved in suffers from the exact same problem, even by my fault.
nice simple tower defense. I like the idea of the moving turrets, which are unfortunately a bit harder to see.
The gameplay itself got tired quickly, the strength of the towers enough to make it easy to achieve a reliable defense. Map variance was good, too bad there wasn't more enemy variance perhaps just by increasing the number of lives against other much faster enemies creating a contrast between concentrated defense and having to spread out the towers.
Darn god submission. One think I would point out as short coming was absence of pause/menu during the game