LD38 - My Small World by Fil089 2017-04-26T04:08:46Z
No, sorry @ghostandshell. My game repository is only on itch. But so far everything I did is free, so give it a shot if you want to.
Foon → Ludum Dare Explorer → Users → Fil089
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Tharkarys Invasion - Last Line of Defense | jam | 1186 | 2.33 | 2.37 | 2.10 | 2.35 | |||
| 2017 | 38 | A Small World | LD38 - My Small World | jam | 2.00 | 2.00 | 1.00 | 1.66 | 3.00 | 2.33 |
No, sorry @ghostandshell. My game repository is only on itch. But so far everything I did is free, so give it a shot if you want to.
Good game. Infinite small worlds fit better in the theme than I expected.
If your planing on expanding this game here are some things you might consider when working on it: - Graphics: Give more feedback to the player. Flashing enemies on a jam game is acceptable but animations and stager states is an interesting idea to consider if you plan on expanding the game further. Also, better visual effects such as screen shakes and hit particles will make your player more aware of what is going on and enhance their experience. - Audio: While simple loops and basic sound effects cut for this game in this version, consider making music more of a priority when working in this title in the future. Better sound effects for hits and gunshots, enemy specific death screeches and footsteps and other small touches will enhance the player experience from "Ok, I guess..." to "This game, dude, THIS GAME IS AMAZING!!!" - Aesthetics: I know this is something dificult to judge, but hear me out for a sec, ok? There are many things you can make to expand on the concept, but I'm here to talk about what can be improved right now. First, your dungeons need some uplifting, like, literally building walls on then. I always had the sensation that if I was been locked in a room, I needed to see the walls of that room and a door from where I came from. I'm pretty sure you will want that too, and been some thing to be worked on the room generator might be scary, but it will reap the benefits of it when you see the results. Diferent graphics an animations for the bosses and grunts is the other main point.
Other than that, congratulations on having finished your game in this jam. On the lookout for the evolution of this project.
Really like the idea, besides the fact that it is essencially an autoscroller.
But it would be nice to pickup weapons and powerups on contact and it woult be even better if the range of pickups where a little higher, like, I need to walk way too close to them for the game to register the pickups. Also, the walking speed feels too slow and the game would benefit greatly from a crosshair.
Solid entry, but needs some refinement before it can be called a great game. Worth building into. I'm waiting for it. :smile:
I will be honest with you: I don't get the punchline, if there is any to begin with.
You can slap "RPG" onto anything and that won't make much of a diference, if it even does make any. The only thing you will be doing is presenting the player with the stat sheet on a game where otherwise the number crunch would stay under the hood. This is an infinite runner with some semblance of a dificulty scalling.
With that said, interesting game, didn't like the pixelart, the sound design is alright and there is a genuine effort on trying to make the premise as fun as possible, even if I didn't find it all that fun.
Congratulations on finishing your Compo. Better luck on your next project.
@CMLSC Y'know, I don't have anything to give for feedback. Just a sujestion that impacted my rating on the theme negatively.
I can imagine this game been better by having the cards accessible while you platform across the screen, melding the two genres together, and I find myself quite disapointed that I don't have the ability to customize my entire deck at one go, shifting a single card at random at the end of every stage instead.
Other than that, this was quite the game. Congratulations at finishing your Compo game. You could say that it did... "Hit the Mark".
River City Ransom + Ace Attorney. How do people come up with this s#!t?
Humor is really the star here. Themewise this games fails since it's nothing more than a beat'em up.
Other than that, nice game.
Interesting concept but not very engaging after you figure out that you can limit the space of the opponent and keep recharging and punching to trap him in the corner. Needed more stuff to make it interesting beyond this point.
One thing it would be interesting to implement in a postjam version would be to be able to use the charge move on full meter to "skip" a turn in place. That would improve greatly the range of strategy the game would have.
By the way, play and rate other games to get more visibility to your's. You can also leave construtive feedback to other people in order to improve your visibility too.
I'd like to see the games playing at the same time, instead of alternating in between them, but that's about it. Solid entry all around, don't even need sound design for this one. :smile:
A quick tip for you guy(s): Play and rate/coment on other games. It gives you guys more of a chance to be seen if you participate on giving constructive feedback to other people.
Aside from balance issues like enemies walking too fast, finnicky turret placement method and the blue towers never hitting targets because their shots are too slow, I think you have a very nice idea here. Worth building up if you wanna try...
I'm having trouble putting screenshots here, but the game page on itch.io have them now. Thanks for the heads up.
@Rapter Wish you had anything interesting to say other than spam.
@ThatSommeS I didn't get satisfied with the movement either, but by the time I had finished it and moved to other stuff I didn't come back to it until it was waaaayyy too late to change it. I'm doing a postmortem of the game if you're interested in getting a look in the behind the scenes stuff.
@gamesplusjames Yeah... Dificulty balance was kind of a problem for me.
You're right, I didn't implement much besides a dificult scaling (that I personally think is way too slow) and a failure state only. It certainly beats having nothing at all, but since I did screw the dificulty balance from the get-go and forgot to implement a scoring system, I prefered to leave the game very easy.
On retrospect though I should've kept the speed increase per wave as it could've remedied the lack of dificulty later...
Oh well...
@Librorumque64 Thanks for the feedback on the balance and waves. I honestly thought it was much worse but I'm happy to see that somebody enjoys it.
@JezPez I have a [postmortem post](https://ldjam.com/events/ludum-dare/41/tower-defense-shootem-up-1/so-i-finished-my-game-in-time-i-guess-so-im-doing-an-almost-post-mortem) of my game if you are interested in looking more on the process. But you're right, TDs and Shooters aren't my prefered genres so I don't know much of their more nuanced aspects. I'm much more familiar with Platformers by a huge margin, so during this jam I always felt something was quite not right with my game and by the time I figured it out I didn't have time to implement it. But thanks for the honest feedback. Feels good knowing that I finished something good out of what I usually do/know.
This seems to be the gamejam of bad ideas because HOLY C%@&, this one just...
I don't know why I was expecting simplicity in a flight sim but, oh well, let's begin.
Every grip I have with this game is due to the combination of genres and, more specifially, about the inherit complexity of flight sims.
This game requires pacience and precision far beyond what I'm willing to give it, for example, trying to hit stuff while moving AND been attacked is kind of a c%@&$#ººt, having limited fuel is part of a flight sim but it makes far more punishing when you're trying to be both fast and precise in light of the constant fire your under and did I mention that you can only destroy the reactor parts that have combination AND you can barely register them AT ALL!?
Aside from me not enjoying the game, this certainly has to be one of the most solid entries this year! Congratulations on finishing your game. Get a rest soldier, you deserve it.
Say what, this game is just solid! I had a similar idea for my game: Combine a Shooter with something else. And I'd like to think I did the best job I could've, but this game just blows what I've done. Arcade shooter with break out, but the bullets you shoot become hazards to you. Brilliant! And the game been based on a score attack mode just sells the brilliance of the idea. Just a thing though: Aparently Break Out and Arcade Shooters goes really well together. I have a felling the best games of this jam will have this for a pet-peev...
THIS GAME IS NOT UNFINISHED!!! Great game about collecting resources to power up your ship. Only problem I have is that this game don't give you the controls to fully utilize the features of your ship. What you mean by that? Scanning the meteors for specific weapon signatures is frankly b#¬¬$#!%.
Wow! I gave nothing for this game on a first look but after playing it I have no doubt this is one of the best games I have seen in this jam!
Except for the fact that the bouncing out of walls and objects doesn't make any sense, this game is as solid as it can get. Charming art style, solid controls, solid premise, a killer sense of humor and an adventurerous soundtrack.
What more could you want?
I wish I could play your game, but there's nothing in the page of the download link.
Godamn! This game just do everything right! Aside from the developer art, I just wished the hacking minigame was vertical in order to mach the buttons used but other than that, this game is just awesome.
And dificult. At a certain point I just said "Screw it! That's going too far!".
The only thing I wish I had from the very begining was a pre-built deck to get the hang of the powerup thingy earlier.
Interesting idea to be able to build a deck of powerups to use whenever you need. Aside from the graphics, which I found a tad boring, this game is worth building upon if you wish.
What is there of incompatable genres in this game? It's just a platformer, and a pretty blend one at that. I gotta give props for the pixel art background and animations because they are really good, but thats about it. I'm sorry, but this game doesn't make the cut for me. I cannot give a heartfelt and genuine critic other than you must have something else more on the playable side to make this game more interesting. Incompatable art styles don't make the interactions diferent.
Gotta say that you nailed the theme of the jam. Football is suppose to be you trying to score goals against your opponent while a Battle Royale sees you trying to avoid confrontation so you are the last man standing. Offense vs Defense.
But I gotta say I don't like elimination style games, so... I have nothing for ya. Sorry.
Maybe tank style controls for a soocer game are obnoxious, but I don't know if you have done a soccer-style game before, because I expected ball-player magnetization and better kicking controls but all I got was "nudge" forward and kick the ball...
I don't know why I expected to not be frustrated after the dificulty ramped up.
Yes, I remember saying in other coments that this was the gamejam of bad ideas and, boy was I right. I honestly though that a space shooter with tower defense would be confusing, but nooo... Let's see what a bullethell mixed with a RHYTM GAME BRINGS US!?
This game is just gold! It's simple, with as interesting premise and execution. I just think the dificulty ramped up way too fast. It would help if the player hitbox was smaller or if the game had a "Focus Mode" that slowed the player down and shrinked it's hitbox for more hectic situations.
Congratulations on finishing your game.
Well damn, if it isn't @Raiyumi at it again. An overall solid "Souls Clone" with a shopkeeping twist.
The beautiful pixelart with the comfy music that is already registered mark of this guy makes for a cozy feeling dungeon crawler with a very relaxed vibe.
Good thing that if you risk and lose in the dungeon you lose all the money you collected so far, making for the justifyable interwine of genres although I wished you had diferent opportunities towards the dungeon decent for selling the loot, rather then the get-in-get-out-sellstuff-repeat thingy to play off of the tension of losing what you already have.
Speaking of combat though... It needs something else. You start with a sword and the others are... "Upgrades with something else"? It doesn't help that the first upgrade is just a damage buff. But my biggest grip is that the game only has the attack, and nothing more for combat until you have been playing the game for about half an hour or so, and even then it's just the addition of projectiles for certain upgrades. And yes, having loot unreachable because dead enemies and loot itself doesn't have collision with the walls is also annoying.
But that's about all I have.
Presentation: Top-Notch. Gameplay: Eh... Theme: Solid.
Yep, that's another original Raiyumi for you folks.
Why did **_Jumping_ and _Card Draw_** needed to **Use _Mana_?**
Great concept, solid execution, a little on the blend side for art assets/style, but everything went down the drain for me when I discovered that the very basic tool for enviromental traversal I have have limited uses AND shares it's uses with card usage and aquisition. Not to mention that if I ever run out of cards AND mana I will be forced to die in order to have another try because I can no longer traverse the enviroment nor do I have means to draw other cards.
Congratulations on finishing the game for the Compo, but I cannot say I enjoyed it because of the excessive restrictions of the game's systems.
Other than the obnoxiously elongated tutorial and the keyboard controls not following the mouse position, this is a solid game.
Sorry for the double post. My mouse missclick sometimes...
Nice idea. Interesting writing and a very nice way to implement snake without a failure state (kind of). I was only disapointed that there's no choice on the "girls" since eventually everyone but Akemi rejects you. I... Don't have anything else to add. Solid game, nice sound design, killer portraits and a cute vibe.
Nice game, interesting way to play football, that's for sure!
I only have grips with two things:
1- Don't use SHIFT or CTRL for Action Keys!!! There's Q, E, Z, X, C and the SPACE bar for that in one side of the keyboard and the Numerical Keyboard on the other. And if you consider laptops which don't have the later, you still have ENTER, BACKSPACE, IJKL and all the keys surrounding it! You have a lot of options on the keyboard, make use of them.
2- Frictionless movement is kind of annoying. I know that because my game on this jam, [Tharkarys Invasion](https://ldjam.com/events/ludum-dare/41/tower-defense-shootem-up-1), suffered because I could not implement it, and the same problem happens with this game here. Trying to control the player character turned out to be much more dificult then it should.
Aside from these, great game, lot's of fun, hope you do well. Cheers.
Honestly, I just wished this game was turn-based because it already is grid based. Interesting idea having to utilize a set of randomized weapons but I wish they where shot in ther direction of my mouse instead of been shot from the sprite perspective.
Nice game though.
Let's just say I didn't get the punch line. Mini Golf with stealth seems like an interesting idea, but ranking each floor on time is a little bit too excessive. Furthermore, muddled pixel art, blend art style and no other mechanics/interaction for what is essencially a puzzle game for touchscreens just didn't make it for me.
Good idea, lackluster execution.
I... don't have much else to say besides the fact that I wish to play the postjam version because of the clearly missing elements.
Cute art style, solid mechanics and nice sound design. Have a lot of potencial, but it still needs work for that potencial to florish.
Still didn't played the postjam version, but aside from not having a change to the quest giver guy after I got all the hearts, I don't have anything other than good game.
Hope to see this been expanded into a more complete game, possibly a commercial release if you guys want.
I can feel the Mad Max vibes coming from this one. Last just say that intent came better than execution here. You either walk and shoot or drive. There is no overlap on mechanics to spice things up and that's disapointing on top of the fact I have seen such a thing elsewhere and better done. I gotta say I love the pixelart, but it needed more detail, specially the car, to convey what was interactible and what was background scenario. And there is the fact that ingame instructions are in Russian!? That is really unfortunate, your game could use some things to facilitate player interaction. But other than that, this was a fun, albeit short, ride.