Running Out in Space! by Ekilibr 2018-08-20T17:21:52Z
Just played and rated your game - you should definitely add a compatibility layer to keyboard controls as A and Q are inverted for QWERTZ and QWERTY layouts - but the rest is a quite cool game
Foon → Ludum Dare Explorer → Users → Firesplash Entertainment
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Robbie Robot | compo | 407 | 3.00 | 3.02 | 2.22 | 2.97 | 3.40 | 2.93 | 2.97 | 3.04 | |
| 2022 | 50 | Delay the inevitable | 👥 | Garden War | jam | 725 | 3.50 | 3.55 | 3.22 | 3.85 | 3.75 | 2.97 | ||
| 2021 | 49 | Unstable | Bombjunity | jam | 3.50 | 3.50 | 5.00 | 4.50 | 5.00 | |||||
| 2021 | 48 | Deeper and deeper | 👥 | Caribbean Invaders | jam | 1671 | 2.95 | 2.93 | 2.88 | 2.32 | 3.00 | 2.80 | 2.78 | |
| 2020 | 47 | Stuck in a loop | 👥 | Hide, Seek, Die, Repeat! | jam | 1445 | 2.95 | 2.61 | 2.90 | 3.06 | 3.23 | 2.63 | 3.04 | |
| 2020 | 46 | Keep it alive | 👥 | City Soundscapes | jam | 2259 | 2.93 | 2.64 | 3.32 | 3.01 | 3.24 | 2.62 | 2.77 | |
| 2019 | 45 | Start with nothing | 👥 | ReWorld | jam | 327 | 3.66 | 3.32 | 3.76 | 4.02 | 3.32 | 2.50 | 3.38 | |
| 2019 | 44 | Your life is currency | 👥 | EXO | jam | 550 | 3.44 | 3.16 | 3.18 | 3.49 | 3.43 | 2.36 | 3.34 | |
| 2018 | 43 | Sacrifices must be made | Platform43 - Die to progress! | jam | 873 | 2.96 | 2.81 | 2.90 | 3.17 | 2.25 | 2.82 | |||
| 2018 | 42 | Running out of space | 👥 | Maze Crusher | jam | 733 | 3.25 | 3.19 | 3.26 | 3.15 | 3.55 | 2.90 | 2.94 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Corn Wars LD (Farming-Shooter) | jam | 980 | 3.01 | 2.84 | 2.91 | 3.60 | 3.25 | 2.88 | 2.79 |
Just played and rated your game - you should definitely add a compatibility layer to keyboard controls as A and Q are inverted for QWERTZ and QWERTY layouts - but the rest is a quite cool game
Just left a rating thanks for submitting this to our stream!
Just played your submission thanks for reaching out and keep up the cool work! Really enjoyed the game!
Hi just played this on our live stream https://www.twitch.tv/firesplashtv
Thanks for submitting this cool game to our stream playlist! See xou soon and keep up the good work!
Just played this game in our stream. Thanks for submitting! Nice idea with some basic concept!
Just played your game live on stream - it was satifying to play - Please keep up and do a steam release!
cool idea - just found one bug - sometimes the first placement does not actually happen and probabyl it would be better to allow placement of animals whenever you weant
just rated your game. thanks for submitting it to our stream
@dasun I played it at the moment I wrote the comment. In my list it says it has been you but submission was about a week ago.
Nevermind. I played and rated it :D
just played the game onm stream. thanks for submitting
Played and rated the game on stream! thanks for your subnmission! Really liked it!
Hi thanks for your first reviews.
We got a few bugs on our list we were not able to fiy cause we were missing about 6 hours caused by researching a physics bug...
The bugs I know: -flying is possible any time -bombs are sometimes flying away -maze 2 has no BG music (well kind of wanted) -Unbalanced waves -agents (technical name for enemies) should not spot through walls
BUT You can quit the game at any time by clicking the button in the bottom left corner. That button is PART OF THE GAME! When you think you can't raise your score anymore - click it! It's a modern verison of an endless retro highscore game
@jlv that was our intention. ant the fact that it gets ahrd for the enemies to move around so you need to find a way to get to then without touching them. That's why you cant use the bomb from walls or inflight. You should not be able to fly more than once per wave. That's a bug we noticed... Well we implemented flight 30 min before deadline!
@robo-chiz yes! We plan to keep on working on this. Probably even a multiplayer! Stay tuned!
@bradleypollard Those are wolves :) Probably that helps :up:
@thatsommes What do you mean by "slightly off"? do you mean aniamtion and sound? or animation and speed?
@nerzal Thanks :)
Thank you for all your opinions! Glad you all liked the game so far!
I'm glad to announce that we will change afew things for a Post-LD-Version.
We noticed, it is disgusting that you get negative points when burning enemies. We will change this. You will not get any score when they reach you and instead lose "lifes".
We need to fix the flight bug... No idea what happened there yet but... :)
We will add a global leaderboard
oops @clanpartner was my old account! The message above was from me. @pov didn't you want to delete the old account? :laughing: Just compare the mail addresses :laughing:
@dk5000p So sorry! We got some server issue with our cloud server... Just uploading to another place and changing the links. Try again in a few minutes.
@dk5000p should be working now.
Yes @dk5000p we planned to add a tutorial video but the time went out :D We had some issues with the collider system in unity causing us to lose about 4h...
Will be fixing a few bugs annd changing some things NOW live on twitch: https://www.twitch.tv/firesplashtv
We just published the Post-Jam-Release including most of your suggestions and bugfixes. Have fun playing! http://www.fs-fileserver.de/ldjam/ld42/MazeCrusherLD-PostJAM-v2.zip
@tigerj sorry for not being there. Thanks for playing. I know it was a bit unclear how to play the game. You did not watch the minimap haha You were talking about the mouse problem: Yes. We noticed that we missed catching it just after release.
So the idea was not to use firebreath. Thats what the description says. Do not let enemies come too near. But we noticed the idea was not the best one... For our real game release we changed the gameplay idea entirely. Oh and you forgot about the "Q" button :laughing:
Btw: Your stream ist quite silent compared to others.
@purrfexionator and @kutase thanks for your nice words. I am proud to announce that we are currently working on a game based on this idea: https://store.steampowered.com/app/885480/Maze_Crusher/
Did not find our when I lose a life. And do the enemies have HP and if yes shouldn't there be a healthbar or alike?
I found myself stuck between boxes without being grown - probably a collider issue?
Just played your game. enjoyed it. Needs a bit mor polis but it's acool interpretation.
and remember the hovering -> allowed spots
@blight-radiance We are just playrating your game - if you want to leave a thought head over to our stream https://www.twitch.tv/firesplashtv
Just rated your game
cool idea
Just played the game on stream - check the WebGL version - Buggy as hell :p You know what I mean :) Thanks for submitting and watching!
nice idea but i found it hard to figure ourt where to find and how to use stuff correctly. further parts of the inventory are not wiped when game over
Just played your game live on stream thanks for the submission! Enjyoed play
Just played your game on our live stream. Was fun playing but I think you missed the theme a bit
yes guess thats a question of the point of view :D Anyways nice game!
Also a nice game idea - with some more polish (and fixing the double jump issue) it might have a chance as a mobile game in my opinion...
Just played the game on stream! Thanks for submiting! Was fun playing :)
VEry nice game idea, needs some refining especially the background and scaling to differend resultions. But it is your first entry congratulations for this and keep on working!
Just played your game on stream. thanks for reaching out!
Just played your game live on twitch - Nice work! And keep up your framework developemnt! cool to see such a thing in plain JS
Just rated your game live on twitch thanks for submitting loved to play it so far - needs some more polish especially the shooting is all the same over time and might get a bit boring
Hi just played your game live on stream. Thanks for submitting. Give it some more polish and it would be a neat ide. loved the special mode so far!
Just played your game abfter a few problems starting it and I felt like pressing 1 and 1 again and again and... se the rest here: https://youtu.be/_MY9TNamvQ8?t=302
found it a bit hard to find out what to do with all these apps in thge first moment but ooks like a neat idea. Probably not the best one for a commercial game but perfect for a jam.
hey just played you game. thanks for submitting.
Thanks for submitting this game to our stream! Enjoyed playing it. ANd thanks for taking up on the climate change topic!
Just played your game - thanks for submitting!
I like the idea behind your game but I was not able to achieve the second sacrifice because sometimes the trees would not have let me chop them, sometimey the hay was uncollectable and the controls are delayed by about 0.5 seconds for me which makes it hard to survive the platforms...
Anyways - rating the idea and the other stufgf you got a quite cool rating.
If you want to see what I encountered, watch the end of my VOD (LD Stream 2) on twitch (https://www.twitch.tv/firesplashtv) Looking forward to hearing back.
Nice approach! Sweet and simple game! Really liked the scribbler :D Thanks for submitting!
This is a cool game it was fun to play it even though I encountered a few bugs and the cam was acting weird sometimes. Anyways keep up the good work - if you want to see how it went for me, feel free to watch tha last minutes of our LD Play&Rate Stream 3 on twitch.
Thanks for submitting the game to our stream =) WAs real fun playing. Looking forward to hearing from you next LD :p
Well as you said you did not implement the theme at all so I did not rate you on this but the rest of the game looked and sounded amazing. Love the simplistic style but you should probabaly add different fight actions. please annotate me if you ever plan to release this.
Thanks for submitting your game to our stream! it was fun to play!
Very nice approach! Was fin to play. Thanks for submitting!
@mathstr0fficial we will now play your game on our stream if you want to watch https://www.twitch.tv/firesplashtv
I think the game startsn too hard. What about increasing? The idea is quite funny but I think you lose a lot of fun playing as you are always losing in the beginning. Try to add a few levels with different difficulty.
Just played your game on our twitch stream - thanks for submitting - too bad you couldn't be there.
Thanks for submitting your game to our stream!
Thanks for submitting this game to out P&R-Stream! I really enjoyed playing it! TZh concept is fun, but I think the opponents are too much in a short time to manage I needed several rounds to be able to survive the first wave.
Also the bazooka does not target the "crosshair"-circal but a bit right of it.
I don't understand why people are adding a control input delay of about 0.5-1 second to such a game? it's hard to run away or to throw a sheep when you can't move in time.
But I liked the diea and enjoyed palytesting on twitch. Thanks for submitting!
just played your game on stream - thanks for your submission! see you next LD!
I am too slow for that game :laughing: I liked the concept - and of course your kind of sacrifice but I was not able to win higher levels than 6. Thanks for submitting your gamne to our stream!
Just played the game. Thanks for submitting! You can wathc the VOD for my experience if you want.
Hi
just played this one. I did not really get how the game works and what is the objective. Just clicked the buttons the game said I shall do.
In the end when I got the house suddenly my left 4 citizens disappeared and the game said I had sacrificed them. Also when clickiung the "Food" it increases per click. Is this intended?
Really enjoyed the game, but the hint you gave me for last puzzle whould probably be part of the game. Somehow. Thanks for submitting!
The skull dropping is annoying... But the game looks and sounds great!
Thanks for submitting your game. You did ask for no rating caouse we played the Post-Jam version so my comments are: Good game (PJ), but needs much work on a interactive tutorial because gettiong used to the game is quite hard.
Thanks for submitting your game. Iw as to dumb to play LEvel 2 LOL but it was fun to play and I liked the idea.
Thanks for submitting this. I liekd the graphics but I found the "story" (dialogues) too "flat"
Thanks for submitting I found the game overall is a bit too slowly evolving / not challenging enough.
Well I just hit play :D
If someone of you played this on sunday, try it again. we fixed two small bugs which appeared.
@fullmontis this is the point. You sacrifice yourself. But you can get your life back afterwards by collecting the heart. (Btw I just uplaoded a bugfix as the hearts disappeared too fast)
@poodle-in-need thanks for the review! We did not create most of the graphics as my GFX guy was on holidays. This is why I opted out for graphics.
@fullmontis yes indeed! We changed some of the mechanics. the original version was better but had a problem: if your last platform was too far left you wer instant game over after losing a life. This is why it's a bit strange now. Unfortunately there was not enough time to build a better mechanic. (I know the jam is not over but I am preparing our last LD game for early access on steam and need lots of time for it)
@fullmontis Thanks! We plan to make more platforms and some polish and put it on steam if the feedback is positive. But we will chaneg the secrifice-part... That annoys over time...
@blobo thanks for your hint. Well in fact we are using physics for the jump which shall use FixedUpdate AFAIK.
Can you give me a hint (probably a video) what the issue looks like?
@morg someone reported you have to set graphics to ultra on some systems. Will have a look at this later.
@hilvon our jumps are in fact time based. the jump is calculated by physics engine using a negative gravitation scale. After a fixed amount of (delta)Time the gravity is normalized again. This "fixed amount" is calculated using the current game speed and a base value. I think we need to implement jumping the usual way though...
@hilvon I think I got the issue... the time difference is catched by Time.deltaTime instead of fixedDeltaTime... Guess I should not code that late...
@jens-steenmetz could you try the new version please? I think we fixed it.
@matank I wonder if maybe the fix made the jump a millimeter too low... Are you talking about normal platforms or sacrifice-spawned ones? 'cause Sacrifice-spawned ones can be placed wrong by the player.
@joshanthony1990 Thanks! Yeah the melee is tricky when you try to do it whil jumping. We noticed that. Best practice is to land near and hit them or just land near and ignore them. They are just there to make the game a bit harder.
@matank Glad to hear this! Yes you do even get bonus score for placing the platforms eactly where the effect is. (The actual distance Center of effect <-> Center of platform is used for calculation. You get between 0 and 10 points per spawned platform.
The Effect always indicates the position where the level gen would have spawned it. (Level is "procedural")
@jens-steenmetz You tried the bugfixed version? Because this is exactly what happens in the buggy version.
I think we need to rework the jumping mechanism. Currently the "buggy" version seems to be more stable... You just need to run it in "ultra" graphics.
@lanedavis @yyz @alleskapaul @jens-steenmetz @hilvon You all are affected by this naste bug. If you want to try now, for you the original "buggy" version would be best I think, with graphics set to *ULTRA*.
I will try to have a closer look at it on the weekend to hopefully finally fix it.
@lanedavis What would you say, if I'd tell you it is actually nothing but a screen capture with a bit of narration :laughing:
You can find the whole LD progress on our Twitch channel btw (youtube coming soon)
@arron-fowler thanks for playing :) Hope you didn't encounter the jumping bug!
@game-mon did you try the "buggy version" with graphics set to ultra? this seems the most stable build at the moment.
@lanedavis @yyz @alleskapaul @jens-steenmetz @hilvon @game-mon
I just uploaded a fixed build. Use the current Windows.zip - I hop it works now. completely changed the way jumps work technically.
@game-mon thanks for re-testing and your feedback. Really appreciate it. Glad the new jump is working :)
Just a hint for the anonymous comment above: You decide where the platforms spawn by jumping. There is an area around the sparkling effect where you can hit "jump"(Space) to spawn the platform. That is actually part of the challenge.
@sorlok Well that should not happen. You should never spawn more left than about one platform-width right from the left edge (sounds complicated... Look at this graphic (explaination below): P43-Respawn.png When you are respawned you will always spawn on the last platform you were standing on if it is still valid. If it is not, a random valid platform will be selected. Platforms are invalidated when their pivot (which is the center) crosses the invalidation line. This causes a no-spawn-zone at the left side of the screen having a width of about one platform. If your character's pivot crosses the orange "Game Over Line" you are instantly game over, no matter for your remaining lifes.
Thanks for all your comments and votes @illaks @acaral @rodrigo-denubila @elysiagriffin @syrok @sorlok @pelicanodepico
I really appreciate it! Same goes for all the others of course!
@jezzamon Well depending on which version you played you might have encountered the jumping bug. We noticed this afterwards as it did not affect any of the testers.
The orange platforms are spawned by you. You CAN build a death trap. They do not have a fixed spawn position.
And when it comes to the losing life mechanic: We discussed that on stream. I made it that way as of the theme. I am planning to integrate that game into a minigame compilation later on. There it will be similar to the way you described.
Thanks for your detailed feedback!
Hi just tried your game on stream, too bad ou weren't there to help or explain me the game 'cause I did not really understand wht to do.
Also you user AZER for different spell type which is shuffled up in most countrie's keyboard layouts... better would be 1234 or changeable assignments.
Did only rate a few categories so far...
Just played your game - thanks for submitting!
Thanks for submitting this to our stream! Enjoyed playing even though the god was too haard for me #roasted
Thanks for submitting the game for our stream! Was a pleasure to meet you in the chat even though I did not yet understand the game LOL
Fantastic submission! Thanks for the opportunity to play it on our stream! Hopefully you could earn some nice ideas from our short review and talk.
WTF? How does this game work? Got no idea how to control even a thing. Every mouse action just draws a selection box. nothing else happens. You can view the VOD of my stream if you want to see what I am talking about.
Thanks for submitting your game to our stream! It was fun playing. You already got your feedback live on twitch :)
Just played your game on our stream thanks for submitting! I really enjoyed playing it but you need more instructions as we said on stream.
Thank your for submitting your game to our stream! I really enjoyed playing it even though I was waaay too slow. PLease keep up the good work and leave me a note when you are releasing something or at least uplaofing an Alex-Compatible slow level :tongue:
Just played the game on our stream - thanks for your submission! I noticed when clicking a buy button while your cursoer carrys an entity the game gets buggy.
Rest was insteresting - especially the concept of sacrificing entities to get more blood.
Thanks for submitting your game to our stream. It was a pleasure to play it!
HEy thanks foir submitting! Liked to play it!
the looping is strange. the train is suddenly on the outside of the looping lol
Thanks for submitting the game for our stream! enjoyed playing. Hope you liked the feedback!
I just played your game. In the first moment it was hard to understand and the tutorial was feeling a bit unconmfortable but I got used to it on a second try quite quickly.
You dcan find more feedback in the VOD of our stream.
Thanks for submitting your game - just played it on stream. Thanks for being there and thanks for creating a good game.
Hey you wouldn't believe but I just played your game on our stream ;)
Just played your game! Thanks for submitting! Too bad you were not there :(
There is one thing I would like to tell you: The machanic of jumping by pressing "up" feels a bit wrong to me. I think using space (probably additionaly) would be a more familiar way for most players.
Further I'd suggest you to play and rate more LD games as that increases your "balance" and makes your game more visible which leads to even more ratings btw...
Damn.
The game looks awesome! Also sound fits. Unfortunately I felt unable to live longer than 15 seconds. doesn't matter where you go, you always die als big spiders make 25% dmg and there are many. The safe spots are not really safe. Spiders don't walk there but they shoot at you there. So no chance to trade in the corpses. Always when I tried to trade them in I got killed while doing so. Fuirther you can't shoot while carrying your corpse so you get killed even faster.
Probably my "skill" but I think the game is quite hard.
Anyways: As I said it looks and feels awesome, I would just like to start a bit easier.
P.s.: It felt like if in WebGL the shoot rate of spiders is lower. P.p.s.: The Windows build does not capture (lock) the mouse so I sometimes clicked somewhere on my secondary screens.
The flickering in the beginning was a bit disgusting for me but I liked the rest of the game. I did not completely understand the story however but stories are very individual so my rating concentrates on the "surroundings"
Hi @manuel-rauber I checked this. Funny typo... used X two times... that fucks up everything... Check it out. I also removed the invert feature.
@wie well thats tower defense :) But you are in fact part of the game as you can use the map as a strategy element. guide the aliens a way through the towers. Also have you upgraded all towers to level 3? Towers can be upgraded. You regain a specific amount of health (raising with later waves) at the beginning of each wave.
@manuel-rauber okay thanks for your valued feedback. I just put the mose fix together with two other bugfixes (and refined the slider even more) and uploaded it as Bugfix 1 (with changelog of course)
Thanks! We had planned nice2have features like those: - the force field rings below the weapons show the level (1, 2 or 3) - different textures for the tower levels - even more illumination (think of AVATAR) - After placing them by pressing "F" (or A for controller) a second time there should have been a particle effect. Further the cam was supposed to make more kinematic transitions. It was just a lack of time.
@team-on congratz to the record :D Nice one!
Well in fact we had rare time to playtest our game thats why we relied on our community feedback. Unfoortunately I made a huge mistake. The Wave time (top left) should not start before you kill the last enemy. I did not notice that before elysia's stream. Guess I will be doing a bugfix 2 for that.
I agree on the minimap icons. We di not think about that.
The Tower range was meant to be drawn by gizmo but also here time was missing. You can however see the range on the minimap.
@bar "all Releases" is meant like all versions we have released. We currently do only have windows builds. I prepared a WebGL. if it works I'll add it here tomorrow.
The tall enemy has way more HP. But I agree that something seems to be wrong with the cannon in general. We were also not able to make the cannon sound appear. (had not ime for debugging it in the end)
Technically there is no difference in how laser and cannon are handled at script side.
@nerzal Yes. Survive the wave.
@aspigame just walk near them. It says "press F to switch to upgrade mode" Same logic as for building.
@spiffy Thanks! Yes that was a point I've been considering. In the end the lack of time stopped me from reconsidering.
Thanks for all your good as well as critical words! <3
Yeah especially balancing was a point we had no tiem for. I wanted to perfection too much and thus some important things fell off the timely horizon. Unfortunately.
Thats the point @mika-la-grand :D
Thanks for your detailed review @eduardo-yukio also thanks to yours, @ransom.
I/we know about most of the cons. A few are result of lack of time (balancing of time and damage values, sensitivity issue), some are not. Especially the sensitivity issue is one I was wondering about. I am using the camera controller from our game MAze Crusher (the steam version) and noticed that the cam is acting weird. I must ahve missed something but didn't have the trime to find and fix. This is why we used a middle way of speed and made it adjustable.
You are the first one who reports that pressing F sometimes didn't work though. This is a bit weird as technically the text appears when you ARE able to press F. (Same condition) I know though that the effect of "realistic smooth walking", that makes you stop a few centimeters after you release the button causes some trouble as the build gets cancelled when you move. (We made it that way so you can flee if an enemy happens to come too near - but that seems to youse trouble) Could you please re-try this and watch if you actually stop moving before pressing F?
And for the music: Well you are on an alien planet. Our thought was it should be a bit weird and even creepy. That was somehow intended but I noticed many people don't enjoy that way. Did you notice that the music is completely random? The mushrooms are making this noise :)
Tha cannon-bug is known. It was even known the whole third day but I did not find out why this happens. IT's not that the cannon ball passes next to the enemy (this could happen as weapons are (intended) physics based). It's like the ball flying through it. And this should never happen. Btw: All three weapons are technicallynworking the same way (same behaviour script) but only cannon is affected...
Did the tesla not work at all? It should send out a particle wave when enemies are near. This causes enemies to slow down to 50% for 10 seconds. This is the same for all levels, just the range increases.
The HP issue is an issue of rushing in the end. Unity progress bars are not empty on 0 by default. Simply got no time to fix this in the end.
The damage thing is written down in description and about menu. It's your exo robot's radiation. On the other hand I know the build UI is not that clear. It actually says what it costs. It's just not visible enough.
Thanks again for alle the feedback. Especiallay to @eduardo-yukio for onece more highly detailed feedback! Yeah you are perfectly right about the lazy readers :D First thing I do whenever I receive something new is tossing the manual. For that mouse thing: I noticed that in a few unity games we playtested yet. I am locking it down, it should disappear. I fear that might be a bug - or a change - in latest unity engine. For my tests on EXO it even disappeared sometimes.
@zeriver Yes. I tried that UI several times and it looked great. My fault was, I only tested it on two platforms. The Camera mechanic makes it howeser look bad in some situations.
@michaelsonbritt thanks for the detailed feedback. Yes a few of the points have already been mentioned before In fact laser upgrades raise the fire rate and range. The cam movement was our greatest flaw I think. Something went wrong here. Trie to fix that a bit in bugfix 1 and 2 but didn't want to rewrite huge parts of the controller as that wound be too much for a LD bugfix in my opinion.
Thanks for submitting the game to our stream. Unfortunately - as you know - the voice commands did not work very well for me so I could not rate all categories.
Thanks for submitting your game to our stream. Hope you liked the playthrough :)
Just tested the game for a few seconds on our P&R stream and I noticed I'm not so good at it :up:
Well... I did not really get how often you can shoot? Also I noticed that shooting and dashing is not working while you are in a jump what makes killing enemies quite tricky somtimes.
But overall I liked the artstyle (if I forget about the fact that I don't like pixel art too much)
Thanks for submitting we just played the game on our P&R stream!
Just played the game in our P&R stream thanks for submitting
Thanks for dropping your game for our stream! Enjoyed playing even if first moments were a bit confusing :)
Very cool mechanic! I loved the idea of somehow controlling the environment by moving windows. Seems quite original to me! Thanks for submitting the game to our stream!
Hi! Thanks for submitting a game for our stream once again! It was a plesure to see you there once more! The game is great. Can'T find anything to yomplain about no matter how I try.
The game looks very polished and the gameplay is quite a lot of fun an action! When will you release it on steam? :laughing:
Thanks for submitting the game for our P&R Stream! I enjoyed playing it the puzzles were quite cool, trhe only thing was the cam. It was like stuttering which looked a bit strange to me at least. After all a very good submission!
Just played the game - As told in stream: You are dieing too quickly, sometimes no chance to use the heal potions. Thanks for submitting and hanging around
Cool concept, the theme was quite on pint. It felt a bit random for the powerups and I felt just a "little" overpowered while playing, probably you should balance it a bit more to make it a bit harder.
SPOILER WARNING
@daria-toni thanks for trying :) I did not want to reply too fast because this will be a spoiler. I won't tell the solution but the 6th level is doable. We tried it over and over again. Guess you noticed that there are two blobs running like crazy in front of the door and you can't pass by just running through. However there is one mechanic you should have discovered a few levels earlier to reveal a color card which was hidden before. If you could just somehow make the blobs stop moving or at least block them somehow... Play around with that mechanic again ;)
First of all thanks to everyone for trying our game and thanks for all the worthy criticism and good words about it! If some of you want me to play your games in stream (even if marie already rated it - she is doing this on her own) submit it here: https://forms.gle/Dvi9dcy7ttExcJfK7
@tinykidtoo you probably missed to collect the key for the door :=) We were discussion if we should implement a notification if key is missing. You can however see it in the top right corner of your screen :) Check it out!
@shubart Well the small "?"s were intended. We wanted you to be kind-of required to collect the enemy cards. You can solve all levels without them but its safer with them. That was the intention.
@goupixm Yes the idea was that it should be hard to solve without light but not impossible on darker or low contrast screens. You should however try to solve level 6 ;) It has kind of a surprise.
@adhesion Yes we should probably have explained the "useless" cards a bit better. also the reason why we implemented sound and light like that was mainly the theme. Even though it has a puzzly effect (you can hear blobs with sound for example)
@johnryanaudio as intended. You need to decide between risk and time. Its up to you :)
@jam373 Yes. As I said in the comment for tinykidtoo. We discussed it. Was probably a bad decision...
@shubart Ah! I see! Actually the used to be bigger, we made them smaller in favor of a few lines less of code. Stupid decision...
@antti-haavikko thanks for your detailed feedback. Well I think it's about time to tell that...
START SPOILER In Level 6 you should not try to glitch through the blobs. Instead try to block them using a chest. END SPOILER
Also did we seriously tell you can't move the chests? Well in fact it's probably a bit mis-understandable (translation issue - we're germans)... The point in the tutorial is you should find the mechanics out on your own. The text should only give hints for you to do so. Probably we should instead have explained what happens and leave you the part to find out how. We thought the Zero-G card next to the chests is quite obvious. But as always... A dev has a kind of different view as he already KNOWS.
The useless cards are not actually useless. As I said in another comment before: You need to decide between safety and rank. Using light helps finding things but using the light car costs time. Using the mob/enemy cards helps to distinguish (might save your life) but costs time. Using the dragon card helps you to see your own size and so goes the hitbox (well thats kind of stupid though - we wanted to stick with the theme "NOTHING" - We'd not leave that detail in for a serious game...). The All Colors card was made for confusing. We want the player to think about his steps. This is what puzzles are made for.
However we know about that card on the floor bug. Ww would have needed to change a part of the activation mechanic that we did not want to change anymore a few hours before submission as of possibly introduced worse bugs.
Also thanks to everyone else for playing , rating and of course for your comments! I want to reply to a few questions or comments arised:
@dodelov The fun fact about this is, we are not using physics for wall-collision... But you're right for the object collisions... Thats in fact a fail.
@balance686 I agree on the speed thing. It's one thing we heard often yet. It felt good in the first place but when you actually playthrough the game it gets annoying quickly... When it comes to the sound I agree with you in parts. We made it that way for matching the theme. However in a commercial game I would have left the movement sounds (especially the mobs/enemies) to a card as that on is in fact a potential game-changer (imagine not laying down the mob cards but the sounds. You can distinguish between enemy and mob by sounds the make then)
@philomory Yes we noticed that you cant cleary see the picture especially for this card. It is meant to look like a feather falling from the sky...
@max-s Well it was not intended but we noticed it too late. We are also not using unity's native inputs. But I think I know where the issue was. Anyways thanks for your advise and especially thanks for playing :)
Thank you very much for all the quality feedback again!
Especially thanks to @eduardo-yukio for your criticism about the tutorial. You are right, we put less effort into the tutorial "stage" in favor of the overall content and quzality. It's simply text written on the ground. The ability to exit without playing the whole tutorial was intended but we did not think about "accidentially" skipping important parts.
If we got more time I gues we would have made it more interactively so that things appear one by one and like @kaizo said in the form of small challenges one by one.
Again thanks for the feedback from all of you <3
Thanks for submitting the game to our P&R-Stream. Enjoyed playing it - first level was super easy but in level 2 the bottom platform was too hard (if not impossible) to reach. Add some "room"?
^Thanks for submitting this game to our P&R-Stream! Just played it through (as you already know) - The stroy was quite short but after all it's just been 72 hours or even less... The game was funny and I love playing it. You got all the comments in the stream though.
Thanks for submitting your game for our LD Play&Rate stream! I enjoyed playing it but as I told you in the stream - The random weapon change was a bit annoying to me but after all the idea about the theme was clear.
Can I please have the link for buying this on steam? :laughing:
I loved the game. Simple, yet challenging! I would just add a bit more like blocks which have alimited abmount ov moves or blocks that can disappear etc. and polish it a bit, for example add some chiptune music, vfx and so on. I'd buy it. For sure.
Nice job!
We streamed the gameplay live on our twitch channel (https://www.twitch.tv/firesplashtv), watch out for the highlights of todays VOD ;)
Thanks for submitting the game for our stream! I liked playing, it looks wuite polished! I was missing the throw thing in the tutorial but you know the exact feedback from the stream :)
Thanks for submitting the game to our stream! I relly like teh artstyle! Well but I've been to dumb :laughing:
Full review in our VOD :)
Thanks for submitting the game to our stream! Looks like a nice concept, I like the fact that you need to stay near the flame. Its not a baisc feed or die game etc...
We streamed the gameplay live on our twitch channel (https://www.twitch.tv/firesplashtv), watch out for the highlights of todays VOD ;)
Enjoyed playing the game, even though I was too dumb to hit the right keys. Well C and G look a bit too similar to distinguish. Probably it would be cool for slower players - like me - to start with a bit more time to press the keys. I lik the idea to play with music and the multitasking. Even in first few round I sometimes almost forgot about that fire!
Regards - The R-Shift-User ;)
Hey @twistashio thanks for your feedback.
For the performance issues: We noticed that while developing but could not reproduce it in the build. Funny... Looks like it only happens sometimes. Likely it will work when you restart the game... Taht was what we noticed while editing at least. Unfortunately there was no time to deep-dive into this issue.
For the clicking: Try to zoom in a bit. If the camera is too far away of the objects to be clicked, sometimes the raycasts don't work correctly.
@twistashio Well... Just reaching out again as we just uploaded a "day one patched" version. I think I found an issue which might have impacted performance dramatically under some circumstances. If you like, check it out :) would love to hear if it runs better now.
@gandalfderwaise The payment is optional. This is more like a donation. Most jammers are hosting on itch. There is a link "No thanks just take me to the download"
@ion-programming and @moustikaiser-von-stroheim thanks for your rating and comments. We appreciate your feedback.
For the cam: We noticed two bugs and had two ToDos still open in the end: - Bug: Under some circumstances cam suddenly the MOBA cam is moving much faster than expected - Bug: One of the UIs is so near the bottom screen edge that the cam starts panning. But this was not planned to be solved in favor of: - ToDo: When selecting songs and using the fountain, the cam should witch to a hardcoded "LookAt" View angle like it does for building. - ToDo: Right-Click-Pan the cam - We disabled this initially because we had some issues. That was planned to be debugged in the bug-fixing time which we had to use for completing the gameplay...
The sounds are actually emitted where the fights happen. There is some randomization in it to control how much sounds are played at the same time. Looking back we should have used another approach instead as many enemies in one place can still cause sound issues (noticed that yesterday) did you know, that you can switch off Fight-Sounds in the settings if they are too disturbing and still hear all the others?
thanks for the opinions :) They are very appreciated.
@curtis-pelissier Yeah. Thats the lack of polishing, bugfixing and balancing day we had this time :D @noirdrive same goes for your comment. Unfortunately we had a time issue this LD.
@yaroslav-gozak did you read the "How to play" section? But yes, we wanted to add a tutorial. But we had to drop this in favor of at least some balancing. For your question: You can not actively do things except playing music from the roofes. This is a crossover between the every single time suggested "You control the environment" and the actual theme. On the roofes youw ill find yellow (golden) platforms. click them and buy speakers. Then you can click the speakers and play music from them.
thanks for all the new comments :)
Yeah, I know the lack of especially a tutorial is bad. We are participating in LD for 6 jams now so we got quite routined. Unfortunately this time we had some trouble which did cost us about half a day what is why we could not finish everything. Soooo sad about that :(
@sheldonzs sorry to hear you didn't reach the higher scores. Did you make use of the fountain in the city center, when the policemen stop working? It is a huge instrument. Also make sure to play the updated version.
Thanks for the nice words btw.
Also the start button issue is one of the most disgusting we made :D
The vanishing speakers happened to me during development when trying to upgrade them. I never found out why this happened but I had an assumption. But the issue disappeared when we changes a part of the code. When did you encounter this? Building or upgrading?
Thanks for all the feedback!
I will not go too deep in detail as we already covered most of the things that were said in earlier comments.
We unfortunately had a big time issue this LD for multiple reasons. This is why we werent able to do final balancing which is why money balance is a bit off.
The sound stacking is an issue we tried to avoid but in late game it gets still too much. A better machanic and different hit sounds (as we did for cries) would have been great. I completely agree on this.
@antti-haavikko want to especially speak about the learning and how to play thing: As time was very tight in the end we did not create a tutorial as we usually do. We however described everything in detail in the game description here and on itch. Did you read through? If yes, do you feel the explaination is not good enough? If no.. Well still our fault. Nobody likes reading dry and long game descriptions :laughing:
@gustavo-christino I have an appointment now so will read yours later and leave another comment.
Thank you for all the remaining comments. I got no time to get back to you in time.
Also once again thanks for ALL the reviews. The final rating is way worse than our standard used to be but it was expected and it is deserved. We lost about one day in summary (half a day real time loss and half a day for the reset as we needed to toss the first idea) and that time was hardly missing in the end. Guess with more time for fixind, balancing and polishing we would have been able to reach at least rank 1000 in most categories.
However it's been a great learning resource as always. Looking forward to next LDJam :)
Damn I fucking love this art style and the music. A very great LD game - in my opinion! It was a pleasure to play it. Thanks for submitting and make sure to submit again next LD ;)
We streamed the gameplay live on our twitch channel (https://www.twitch.tv/firesplashtv), watch out for the highlights of todays VOD ;)
Hi this is the OnYourOwn()-Winner :laughing:
Managed to succeed once - but without a farmer. Very nice feature! I alos liked the art and sound. Cool work!
Thanks for submitting this to our stream.
Thanks for submitting your game to our stream!
As always we will create highlights for a rewatch if you want.
I liked the game idea, and the fact that you created it from scratch without using any commercial engine. Well the artstyle was... interesting - To be honest, its more like typography ;) It was rather short, probably some more levels would have been coll but all in one it fits I think.
The only point is that it feels strange that after killing the last enemy of the "firewall" - The game immediately quits.
Cool idea, I like the humor in the game (especially talking about comments and some funny situations like the drug thing) and also your game fits the theme quite a lot.
I did not expect that a simple dialog based game would bind me so muhc. I played through the whole game - as it seems in a manner you did not expect (defensive) and it was quite a lot of fun.
Thanks for submitting!
We streamed the gameplay live on our twitch channel (https://www.twitch.tv/firesplashtv), watch out for the highlights of todays VOD ;)
I enjoyed to play your submission! Very nice art and sound FX!
We streamed the gameplay live on our twitch channel (https://www.twitch.tv/firesplashtv), watch out for the highlights of todays VOD ;)
We just played your game on our P&R-Stream. Thanks for submitting it, you can find all the feedback in our VOD. Watch out for the highlights!
@monish-vyas Here you are :)
https://twitter.com/FiresplashTV/status/1255976830512881666
Thanks for submitting to our P&R Stream! I just played it and you know what I think about it so short hand: Nice game, cool concept, nice artstyle and the soudn was very nice too. Nothing to complain, we did not encounter any bugs.
I like the graphics but the animation of walking looks quite strange as it is not ata ll synced to the movement. Try to sync animation speed with velocity. This is one of the biggest graphical glitches, right next to the shadow which seems to be casted by the camera or some other object outsinde the visible screen.
Also to be honest I dod not get what exactly I am expected to do...? I tried to feed the "thing" in the well, but I did not find out when where or how the game ends.
We streamed the gameplay live on our twitch channel (https://www.twitch.tv/firesplashtv), watch out for the highlights of todays VOD ;)
Thanks for submitting the game to our stream
I enjoyed playing it. It looks so cute - the background is amazing!
Also the sound fits on point - I like the retro style all over the game.
Damn! After about one minute it gets quite hard. Nice job!
Thanks for submiting to our stream!
The game was quite challenging! It looks nice and the sounds are so far off the visuals that its amazingly cool!
:thumbsup: for the game! Good work!
Hating them is the point of these :D Thanks for playing :)
I see. More time for reading required :grin: Thanks for playing and for the feedback :heart:
Also we wanted to add a bit more effects to lead the player but we decided for optimization instead of extension in the last hours
Thanks :)
@rvenson yeah probably we should have added a path leading to the reactor or something like that :D
lol
Thanks for your detailed feedback @virtual-turtle-studio ! Highly appreciated!
Currently I doubt that we will continue on this but in my opinion it's definitely one of the better half of games we made for LDs until now :laughing:
The point of finding objective in the first moments is omnipresent. I simply failed here :grin: Next time we'll do better. Promised.
Once again: Thanks for all the feedback you guys gave.
@ancient-pixel Just a hint for "rotating" the ship: if your ship is pointing to the right, steer a bit upwards and then to the left.
In the first moment that sounds weird but from logic side: Ever tried to "drive" a tight circle with a ship? tbh: We were talking about a pure "rotation" control, too but we did not add it to the ganme :D
@eduardo-yukio I think the mechanic you are referring to is that when the boat is in the upper 70% of the screen after a reef wave, it gets pushed back automatically to make room for the enemy wave. I agree this could have used some more polish.
Also thanks for all your feedback to everyone who left some notes! It is very appreciated!
@mighty-mufflon-games the tilt adjusts the height-angle of the cannon so with higher tilt, cannon balls are flying further and with lower tilt shorter. Higher tilt may caus balls to not hit nearby enemies as the curve is calculated in. (Ball higher than deck -> no hit)
Sorry the stream crashed tonight. I just restarted it. @openfungames @sir-onionknight
I also noticed a bug when new people join while the game is in the "Countdown starts when first player joins" state. If someone came here and noticed that, please try again tomorrow!
I'll push a fix ASAP. Sorry for the inconvenience. For us, this goes to "minor updates and bugfixes"
The art style is really impressive but I don't know if I like that you submitted an unplayable game as finished. Anyways - I really like the idea and all about it so maybe you can finish it as an "extra" game? :smiling_imp:
Yes @0x746564, its inevitable :laughing:
Thanky you all for your feedback!
@mopifish the time it takes to build stuff can be "shortened" by parallelizing. You can buy additional drones. For that - of course - you need money which comes from "decimating guests" and using the advertisement flags. But yes, such games often are hard to balance in that short time especially if there are not much testers.
I found that ALL streamers I watches playing this game tried to but spikes and fences somewhere else than waht I thought is the most logical spot (near the sapwn) so maybe a tutorial would have helped, too :D This said, minds are different! As developer you always got a specific view on things and that leads to missing possible culprits like that
Thanks for the feedback!
@adangtran in fact I totally forgot to add this. Initially I wanted to create a "factsheet" which you can open in build mode.
@wegpast interesting idea! This definitely looks better than my approaches - starting at the spawn :D
Yes, the camera movement is a feature that has been requested several times now. And yes, we wanted to add a "recycle" button but I forgot it in the final crunch
Thanks again for all your feedback!
@conradoclark nice one! I love seeing uncommon ideas like yours coming up! We always had only the usual "lane building" in mind but really cool approach!
(At least in theory) it is actually inevitable that at some points guests will come through and eat all the hotdogs. The game has 14 waves, and after tha last wave it starts over at wave 6 but with increasing "guest stats" (damage, health and speed) so at some point the guests will be incredibly fast and/or onehit all the buildings while not taking any noticeable damage from even the catapults :D
I wonder which strategy works out better in the "late game" - yours or the classic lane building approach... @conradoclark
@sarah I think you were playing WebGL. The "I am scared of dragons" button is actually the quit button which is not working in WebGL :D In WebGL that button does only freeze the game (No idea what unity thought by doing that, in earlier versions Application.Quit() simply did nothing in WebGL)
I tried several rounds now and yes, very nice game!
There are a few points though:
As you only got 15 seconds, I found it a bit mad that even in the first "round" two panels were activating at the same time. This is a point which I find in many LD games: The level of complexity or as in your case the difficulty starts to hard or increases to quick. Remember that a player does not know, what you do. They have to learn.
The second point is, I noticed that sometimes I am standing in front of a panel, looking at it and pressing "E" but nothing happens. After pressing E several times, the panel opens. I think you eighter got issues with your detection of the keypress, or the collider used to detect the player is sized a bit to small.
The last thing - but thats not an issue of the game and does not count into the rating - is, that the fullscreen button is not working correclty. Thats an issue in the combination of the used HTML-Template and the setting on itch. That just as a hint.
Very cool idea and neat graphics! I found it to get hard very quickly, especially on the first playthrough. For me the tutorial got stuck at the point where the sapling is sprouting. I had to skip the rest of the tutorial to continue playing.
I tried hard... But... I only managed to get to level 2... Guess that's not hall of fame :laughing: But a really nice idea :D
Very very cool game!
I could imagine this as a mobile game for spare minutes! Some more levels and good to go! Also the game felt quite polished yet simple. Very good job!
Forgot to take a screenshot but the game was funny and simple but still quite hard to manage. Good job on balancing.
Maybe I would have added a minimal time between two "resets". I mean xou can reset every time you pass by but what about only allowing to reset with <1s left? This could lead to more people trying to save time by doing more jobs in one cycle which makes things a bit harder
I agree with @amarokczukay. Cool game but the controls are a bit too hard - at leas for someone like me :joy:
The biggest issue I got was that sometimes it feels like if the cat would have delayed input.
Also teh game did not even start for me on LD site. Just got a black screen.
I liked this game a lot. Very cool graphics and the visual match all through the game (as far as I got).
I missed a "play again" button on the game over screen and for some reason the game hung a few times while moving. Maybe that's a WebGL-Issue after all.
@krynxx indeed. I totally missed that feeling :joy: This is when you know "what" is there and don't look at it, then you don't notice that it gets annoying...
@milq Unfortunately we (me and the stream-chat :laughing: ) lost a half day due to a wrong decision and that time was missing in the end to add a few more complicated patterns and powerups/downs
@greenphox That was exactly what I wanted to achieve! The game plays on a green blackboard. Totally meant to remind players of school times.
thank you all for your appreciated feedback!
The music actually is repetitive as hell :D It's just tinkered together with the chrome experiments tool and has a length of about 5 seconds :D Thats Compo :joy:
Thanks for your review @0x-void-x0 !
@albertnez Do you mean the tutorial or the first part of the game which only has easy parts?
Technically the game gets harder with increasing score (the level generator has three difficulty stages)
@enderswype You need to oil the robot every 10 seconds or it will start to malfunction (and that gets worse every 10 seconds until it finally breaks)
@krasimir-balchev thank you for the detailed review!
I actually also noticed that control flaw. The player should be able to control Robbie as soon as it respawns actually. This is a bug. This was my first time I used the unity input system and it seems like I got issues catching up when players press the movement keys while robbie is not yet respawned.
The straight falling was not actively intended but I also did not take counter-measures, meaning this is a point I will hopefully do better next time :)
@macaroni-dev yes, the objective is "go far, go fast". Score is set by distance and set in relation to the time it took you to get there. This is alos why the camera moves adaptive to your play-speed :)
Thanks for the review!
@loiclegrosfrere no the game is endless. objective is to go as far as possible - as fast as possible
@n-n that was actually not modified too much... I tried to scream like a robot. Evidence: [https://www.twitch.tv/videos/1625827746](https://www.twitch.tv/videos/1625827746)
@simplepotential Yes I know that but time is an issue unfortunately. I was able to play a few but by far not enough. I was barely able to free the time for LD but I didn't want to ruin my streak by leaving it out :joy:
Thanks for the review!
@organicpencil Thank you! Having the tutorial embedded into the game fluently was an important detail I wanted to have in there and people seem to like that approach. Happy to see this :D
Very funny idea and damn even the simplest drawings can be tricky in the short amount of time!
I wonder how you implemented the comparison of the drawings?
Unfortunately I can't play the game here :( godot.png
Will now try it on itch
Okay played on itch and.. WHAT THE HELL :joy: Guess none of the drivers actually ever looked at the road :joy:
Was definitely a funny break filler :D
This is a very cool concept, good arte, reasonable sound and a very neat animation in the end.
What I found confusing is, that obviously mines are producing alll the time, while factories seem to only produce while they are visible. This felt a bit weird.
After all a very good LD entry!
Hey thanks for rating CornWars - Just played your game live on stream and left a rating.
You should check your colliders. People walking next to the road collide with cars on the road...
Just played a few minutes 'cause I can't get too much from text games but I rated on an objective base so that does not make the rating too bad :)
But I would suggest not to use engines that need seperate player setups...
Hey there :) Nice concept and well done but I found it very hard to enter the tricks at the right time as you got to use tricks quickly after each other...
I tried it for five minutes but was not able to follow the other cars as of th extreme drifting (its like driving with slicks on an oiled ice plate) and as the player car is just about half the speed of the others?! You mentioned you fixed a speed bug but it seems to be still in the WebGL Version...
OMG looking forward to check ou you game :o hope I get the time before voting ends!
It is a nice game but you should change the algorithm for selecting tiles. I tried it 5 times and every single time I got the problem that it was only possible to move down a few times in a row which made me walk towardss the void.
Oh and you should be a nice guy give karma to your comments ;)
Nice idea and very harmonizing combination of tboith genres! Great job! Would love to hear your thoughts about CornWars LD :)
Hey thanks for rating CornWars - Just played your game live on stream and left a rating.
I was not able to play this as 1. Compo version triggers smart screen filter 2. only gamepad support so I just rated the idea.
I like the idea itself but why did you not add keyboard support?
Hey thanks for rating CornWars - Just played your game live on stream and left a rating. Funny we cam up with nearly the same idea... And the same problems about picking up tooooooo0 many items
Neat idea and cool yet simple graphics. I found the jumoing a bit strange (it is delayed and sometimes higher, sometimes not). Also I had holes which I was not able to jump over even with the higher jump...
Wow nice idea, cool graphics and surprisingly difficult! Would love to see this with different difficulties and levels as a real game :)
P.s.: congrats! We are your 20th rating :) Feel free to rate ours, too!
Hey thanks for rating CornWars - Just played your game live on stream and left a rating.
Nice idea! Unfirtunately the mechanics did not go good for me... I just had stacks of bandits running against walls and stones... But you mentionaed that... I will just rate the idea and remove one star for not completing to be fair against others.
Oh and the controls were a bit confusing as of the angle
Interesting idea but in my opinion it is not that uncommon. It's basiucly like any normal farming simulator. Except someone else is driving the harvester. But good work :) Probably you might like our Corn Wars LD :)
Hey thanks for rating CornWars - Just played your game live on stream and left a rating.
I am missing some challange in the game. Probably ghosts should not only hunt you when you get near them.
Once again thanks for recommending our game :)
Just slashed some slimes - Nice idea and coll simple yet nice looking graphics! Keep it up :)
Hey thanks for rating CornWars - Just played your game live on stream and left a rating. You should probably have implemented more horror elements like zombies or something cause this is basically just a simple runner game... Where is the difference?
But nice idea would love to see a second try on this...
Interesting combination but it is kind of a struggle to find out what is what and how it works
Thanks for your highly appreciated feedback! We decided we will turn this idea into a real game (this is just something like a technical demo haha). We will start the development really soon and we will of course fix the design flaws like the teleporting upstairs (it was planned to climb the ladder), weird controls, missing animations, static look etc in the official game release. This was our very first game and we are proud we finally made it to a fairly well playable state :) We are even more proud that you guys like it!
We will be streaming ludum dare games during the play and rate timespan on our twitch channel. feel free to leave a follow and head over if you'd like to watch: http://www.twitch.tv/firesplashtv
@ryan-michaels The point witth your shotgun problem is weird. We did not touch this logic in the bugfix. The bugfix is only about Coins getting lower than zero (we did notimplement the gameover call accidentially) and two typos on sprites...
Probably there was a mistake in your understanding of the tutorial? You can't plant using the shotgun. Shotgun is for preparing farmland (and vaproising plants haha) and the other weapons are for planting (with different ranges btw - try to shoot the farmland from the window upstairs using th sniper ;) )
Oh and the point with not being able to carry two weapons was intended to make the game a bit harder but in the final version there will be much huger and mor ipressive things (did you notice the tank? ;) )
@maloy-quinn Yes we had a few issues with unity and lacked a few hours of time in the end. Could you tell us what bugs you experienced? I will try to do a second bugfix release by the end of this week (have to go to work).
@maloy-quinn thanks for the positive feedback! Yes the WebGL is quite cancer. Probably the reason is Unity Beta... It has a quite huge amount of issues the other versions don't habe. even mechanics working differend. e.g. the tank fell through ground on game startup... Only for WebGL...
@maloy-quinn Yes. Thats what I experienced in my test projects as well as while playing past LD games
@ArmyAnts-Studios try to reinstall winzip or 7zip that should fix your problem. @Rayne did you play WebGL-Version? We know that has bugs we can't fix at the moment. Seems to be speciality of WebGL-Exportt unfortunately and we did and do not focus on WebGL. That is just for a first idea about the game. What bugs did you encounter? I do just know about smaller flws like what @mza said the discrepancy between inventory switching and picking up items. We noticed that too late and changing means code changes in several places as well as testing. I will fix this by the end of the week. Sorry am a bit busy at the moment. @Cryovr thanks for the nice words also to you :)
I am - and I bet @siml is also - very proud that you like our game :) We are planning to add much more stuff and some tweaks (to make the game not get boring over time) and release a steam version :) But this will last quite some time :)
@Brendan-Toy Thanks for your review :) Yes we wanted to implement different sounds for weapons as well as animations for weapons (actually the revolver is animated but we didn't get the animation to play... something must have went wrong so we removed the code for it to not get stuck with it).
Attacking or stealing was too mainstream for us :D But in our steam release there will in fact be some enemies but we will keep the current logic (preparing and planting using weapons) but just add occasionally appearing enemies. But more enemies that fit into the farming character.
It will stay a farming game and you will use crazy weapons for crazy tasks. Stay tuned ;) But the steam release will last quite a bit. We do not want to make a game like DayZ being in alpha for ages ;)
Oh! Also the picking up multiple crops at once is adressed in my mind. We will add a few machines in the release game then.
@Swarrly and @AwesomeAlliterationAlliance thanks for rating out game! Yes I heard the point with the controls several times. We will do a bugfix release by the end of the week. I think we will move the inventory selections buttons. The Collider is in fact a bit too small for radish. Corn should be fine as it was our testing crop. Wheat is somewhere between. Unfortunately we were lacking a bit of time to test that throughly.
Holding down E is not intended for our real game (this is just like a preview) but we will likely implement some tools to make harvesting easier. In fact we planned to only put 4 plants per tile but it did not look that good :D
@Hilvon thanks for you review :) Yes I agree with you when it comes to the standard farming sim-thing. We planned to implement other things like seed-bombs and even a tank to prepare the field but we had some issues that stole our time... This is now not more than a basic concept... For the full-grown crops we planned adding some sparkling particles but this also fell off the table as less important task.
CornWars LD is aber 5% of the planned game and we implemented about 70-80% of what was planned to be in the LD-Release... We planned to also implement the tank and one kind of grenade.
The limit on 24 per type is intended to make it a bit harder. probably we should instead have limitied on 24 per slot instead per type...
@Hilvon Thanks for your opinion. I agree with you. I wil see if I can implement this for our end-of-week Post-LD Release :)
We will address this 100% for our complete game :)
Thanks for all your reviews :) Yes we planned to implement the shooting different but we were a bit too slow. Probably I will put that into our Post-LD update.
@Rombus Probably windowed mode would run for you? Else you could also try the WebGL which unfortunately has some bugs but could give you a brief idea about the game :)
Hey there!
I am so sorry for not being able to play and rate your games yet... I got a cold... I will definitely play and rate them before time is over!
@MaikelOrtega Oh yeah you are right! We should have implemented a cooldown indicator...
Hi I saved this for later. Hope I find the time to try it out!
Wow! Nice and challenging game! Was fun playing!
Feel free to check out ours as well :)
I would suzggest posting a version that does not need a setup routine for next jam. Oh and I noticed a bug... I am able to walk outsige the floor...
Too bad you weren't able to complete your game :(
Hey thanks for rating CornWars - Just played your game live on stream and left a rating.
This is definitely a block buster! Kappa...
Nice idea but it needs some more action I think. Same for our game haha..
I find it interesting that there came many concepts up that have to do with farming... Same for our game :D