No Brakes on the Train of Life by squaredev 2018-12-05T00:35:10Z
Nice graphics ! Overall a great entry. The only missing thing is just some feedback to know when you are in range to trigger the lever, but its just nitpicking at this point.
Foon → Ludum Dare Explorer → Users → Ellenack
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | The Chosen Sheep | jam | 349 | 3.61 | 3.41 | 2.85 | 3.52 | 4.18 | 3.57 | 3.90 |
Nice graphics ! Overall a great entry. The only missing thing is just some feedback to know when you are in range to trigger the lever, but its just nitpicking at this point.
Nice overall. Could have done with more love by making a few animations (rocking boat, moving water, etc...). Also, the pacing is an bit too slow. It could have been nice to make the decisions making part quicker and more impacting. :)
A lot more fun than anticipated. :D
It feels like the main thing that was sacrificed was the gameplay ! :D The art is good though. :)
Really great entry ! Simple yet effective. Love the graphics and the mood. Really good job !
Overall it is a nice idea, but, well, this game is really damn hard ! :D
I take it you didn't have time to finish implementing the main loop. Still, here are my two cents on what came out. First, the graphics are nice. I don't know what engine you used, but adding some particles when interacting with anything would help selling the idea to the player. Regarding the gameplay itself, I guess the goal was to take the ingredients, prepare them on the board on the left with the right tool, them drop them in the water to cook something. I didn't understand if having the dead vegetables on top meant I did it right or not though.
It's a hard sell when you have to actually install the game on your disk rather then just having a portable version. :) Regarding the game itself : it is possible to cheat your way through it by staying on the sides. ^^
Thanks for the feedback everybody. It's true that having a few power ups would have been nice. :) I will probably take a day off work for the next Ludum Dare to have time to add more content !
There is no real end to the game, apart from trying to please the gods forever and get the highest score for personal fame and glory. :D I indeed went for a really small scope and tried to make what I had feel great, due to me being alone and only having two days (worked on monday). I'm glad it came out this well and that you guys/girls appreciate it even if its not a full pledged game. :)
Seems like I will have to put more time into balancing my game next time ! :D From what I have seen, the very best players tend to achieve around 22 offerings, and the normal range is more around 18. I guess that if I had to make the game again that would be the point where adding a power up would make sense. ^^
Hey there ! Tried the game. I would say that the main thing that is lacking is feedback. Took me while to realize I could put people in the quarry with the left click on the cave, even longer to realize I could take them back with the right click, and I still have no idea how to get new slaves to fulfill the requirements of the pyramid. :D
I have a really hard time figuring out what I need to do. I feel like I am clicking where I need to, but the character just walk around. I get the interaction text but no matter where I click nothing is happening. The game looks nice though. The main thing that is missing is player feedback in my opinion. I don't have a problem with the overall experience being on the slow side, but if I did something, I need to know it immediately. And if I can do something, it needs to be clear. :)
Just tried the game. The starting idea is nice. But it is really hard to really figure out where the sounds are actually coming from, which make the game really really hard overall. :)
Hey there ! Here is what I thought after a short play session (I stopped a bit after when I should have died). I saw a few bugs (or at least they feel like ones). First, the enemies blow on the fire by looking away from it, which was weird. Second, when the fire should die out, it instead grow bigger and bigger again until it covers the whole map in light. Other than this two bugs, here are my inputs regarding the gameplay itself. You should probably indicate that you can throw stuff with the spacebar, I figured this out a bit too late. ^^ Also, it would be nice if the character was striking where the mouse cursor is pointing. Right now it's striking where the character is looking, which is really not that intuitive. :) Good luck for the next one !