Foon → Ludum Dare Explorer → Users → Elgin Ciani
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | 👥 | Rhythm Reaper | jam | 127 | 3.92 | 3.64 | 3.87 | 3.83 | 3.81 | 4.00 | 2.70 | 3.42 |
As someone who's just been playing a bunch of Potion Craft, this game is a vibe! The music and art come together to create a wonderful atmosphere and although I don't really like playing a lot of "puzzle" games, I go through this one in the end :slight_smile:
A fairly tough, but fun challenge. I often found myself sprinting after berries praying they wouldn't spoil before I made it there :sweat_smile:
I enjoyed the punny humor and interacting with the different characters throughout the week. I also liked how the dialogue system worked as it wouldn't lock your movement and just disappear as you got further away in addition to changing the sound depending on who's doing the speaking.
I think it goes without saying that the art is fantastic, and I liked the audio as well! I would've liked to see more done with FMOD since I saw that was used, but can understand if development constraints didn't allow for that.
I did find a bug where if you take damage whilst at the left most side of the screen, you'll get stuck on the x-axis and can't move back to the right anymore.
Some suggestions I have: * Make it more clear that the attack isn't limited to the right of the sprite * A small, unobtrusive sound effect to provide feedback when my attack becomes available * A quick restart button in the pause menu
That last one's for people like me who take damage at the beginning and find my performance unacceptable for the current run. Alas, I am too bad at bullet hells to beat the game at this time of writing, but I gave it quite a few tries because I enjoyed it that much and wanted to see the end :slight_smile:
I'll keep this one around to try again some day
Game_mqkVv9WY9l.png Took me over an hour, but I beat the game! I can tell a lot of effort was put into this game, and I thought the art and writing was charming. However, the core loop got very repetitive very fast. At the very least, I really really really would've benefited from something like a 'Feed All' button. I found the draw of spamming the go to sleep option too forthcoming not to do constantly.
Reminds me of how much I like tower defenses despite how I can't remember when the last time I played one was.
The last level caught me super off guard with how the enemies don't follow the laid out path; but once I understood that, I was all for it. Honestly, it'd be nice to see more tower defense games take that route and expand on it.
I also appreciate the audio feedback for events such as your plants leveling up. Nice job all around!
I enjoyed the core loop and would like to see how the game could be expanded with more time :slight_smile:
Some suggestions I have: * Some sort of visual way to show that the ship is moving when traveling in one direction on the open sea; maybe waves or something. * A consequence for hitting some things at too high a speed. I liked having to time my deceleration with targets I saw but found I could just slam my ship into wreckages to stop immediately. * Also I accidentally quit out without wanting by hitting the escape key.
I don't often play or enjoy puzzle games but I like the one you've made here :slight_smile: A couple things on audio (since that's my specialty): The electrical hum ambience should loop seamlessly if the sound wave starts and ends at a zero-crossing and a volume slider for that effect would also be nice to have. Also, the "GLaDOS" quotes loop indefinitely most of the time, which can be distracting when trying to solve the puzzles. With that said, however, I did love hearing them there; and those types of things are often a treat for me when playing these types of games. Always a delight to hear what else the writers have to say!
@hamster5295 Thanks for the clarifications!
You can think of an audio bus as a literal bus if you'd like which carries audio from a source to its destination
The Godot engine should have a "Master" audio bus, which is the standard name for what finally gets sent to your speakers. We like to create names for things like "Music" or "Effects" or whatever to help us. If you specify something as "Music" you'll probably want to only put music through that so you can affect music independently from other buses that may carry things like your effects. And all these buses end up routing to "Master" in the end.
Games take a whole lot, and it can be very hard to deeply study everything, so totally understandable that you're not acquainted with the one field; but I hope that helps a little :slight_smile:
A couple changes I'd recommend would be to lock the rotational axis of the bucket to prevent it from becoming unusable and to boot you back to the main menu after game over as opposed to closing the game (unless that was unintended).
The only interactable button is 'Next' but when clicked, I think I'm met with the default Unity BG color and stuck there.
Once I heard the lower end of the music come in when progressing far enough to get to the loudspeakers, I felt compelled to see how far I could get :stuck_out_tongue: