HEAL ME PLZ by Pietro Ferrantelli 2020-04-27T21:02:00Z
This is a game that I'd gladly would pay to play an extended version. It is action-packed, has great feel, great visuals, great everything! This seems black magic for a 72 hour game :smiley:
Foon → Ludum Dare Explorer → Users → fornaree
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Shah | jam | 974 | 3.58 | 3.45 | 3.71 | 3.62 | 3.91 | 3.70 | 3.65 |
This is a game that I'd gladly would pay to play an extended version. It is action-packed, has great feel, great visuals, great everything! This seems black magic for a 72 hour game :smiley:
This is the best take on a match game I've seen! It is simple to control, but very hard to master. It is definitely a lot of fun. And it sounds and looks great! Well done overall.
The mood and theme on this is pretty much spot on It can't get better, imho. The artwork and the audio is pretty good. It is a simple concept, but very well executed!
I don't know if was the social aspect(talking to a friend while playing), but when I played this project seeing my ship get blown away was pretty fun. The amount of times that I blocked myself from building more stuff was pretty stellar, and weirdly I liked every one of them. Great entry!
The artstyle is pretty awesome, I love the idle animation of the lich, mainly. Using a more "sketchy" style of drawing at everything and making it work on the final version was pretty nice. The game mechanics though, were not so clear. I wish there was more information on what were the differences between the souls, so that I have more control on the ending. The game is a cool one overall, just felt that the cool parts weren't too explored to make it a great one.
The game has a great art and soundtrack, but that's all I could experience... The mashing at the start, plus the punishment for missing the timing + pressing a key off the beat makes you lose really fast. This is a project I'd like to try more if it gets updated!
The feeling of maneuvering the ship was really good and a lot of fun. The combat between ships is cool, but seems that the cannonballs are too little, so its impact is hard to measure, or not felt at all. The art and sounds are good overall, but a little bland to be great. In the game, hitting stuff seems very unforgiving, and I found no use for the gold I acquired, which felt a little odd. Still, the experience overall was cool, good game.
This project is very well executed! The graphics and the music are very good. Gameplay-wise, the cards feel a little bit unbalanced in the starting hand... In my playthroughs, the starting hand decided the run if they had the triple turret in it. Anyway, still a very nice project, with great potential
Saw a glimpse of this game on a stream and the color scheme / artstyle caught my eye! While playing the experience of incorporating sound into gameplay was very nice, although I couldn't even find all of the resources, my crew died of hunger :(
Would also love to see a version that has a smoother introduction and more concepts around the exploration of the sound as mechanic.
This game accomplishes so much with the clues, it should thrive so much in a community environment. The artwork, sound, voice over and music is very spot on. Lovely project all around!
The game has some good art and good music overall, but the music gets repetitive after 10+ minutes. About the game design: at the first 2 levels there weren't any challenge, and the timing of the blobs growing and dying, was way too slow. To see your highscore in the first level takes a lot of time. Only after skipping several levels, and playing a landscape that is way bigger I had a lot of fun trying to plan to dominate everything with my blobs and not leaving a single tile behind, while struggling with the blobs that were dying. Overall, nice project that would be nicer if the first levels were more complex/fast paced.
I've done it! After some raging, I could complete all the levels! As mentioned before, the controls can get better and the lack of checkpoint is brutal, but it is some solid work, with a great art, cool animations and nice ideas being explored.
A very cool concept of taking parts away from the music! The color palette is marvelous and I love the walking animations of the protagonist. This is a lovely world, just felt that it could have a little bit more difficulty to throw the blocks away. Great job.
The background music was pretty good! Overall, I liked the execution of this project, it ended being a nice bit of fun. It has a few quirks like sometimes not generating the princess' needs, and the villagers locking you from moving when near corners, that takes out the fun a bit.
First of all: all of the 3D design was pretty good. The art of the lab you start in, the weapon you hold and the power core you have to defend. I felt that the mouse sensitivity was really on the high end side, causing aiming to be a little annoying. Two things that needs improvement is the game feel of the movement/shooting, and feedback on the objectives.
This idea is very unique, and everything about the concept is very well-done. It just feels a little unforgiving on the destroying keys aspect and in the time that it takes to kill the boss. Still, an awesome entry in all regards.
@strupf Getting too good during playtesting was a problem for me too! I'll be more cautious about it next time. Your project is one of my current favorites for the nice execution though!
For a jam project, this is incredible in certain aspects. The mood is incredible, you guys achieved a great looking game by being very clever with your illumination. On the opposite side though, the movement in the game feels clunky and breaks the experience that the mood can provide. Still, a good project you guys got!
I went into my first beat section(SKKS) and it felt way too hard. After a lot of trying I could consistently get the first two steps, but not the last two. Also, I felt like I was supposed to press the keys instantly when the feedback appeared, and not when they turned brown which would be more intuitive. The artwork and the sound is pretty awesome, and I'd love to be able to save all the dancing moles!
@tkers We uploaded an HTML5 version to the itch.io page, try running it directly from there. Would love if you could reach us back with some feedback about it running on Mac!
@euler-moises The music wasn't made by ourselves, but by Antti Martikainen, you should definitely check him out, it's super worthwhile.
@alex-adedge Currently we got some issues with units moving backwards, I'll try to bug fix them today, as they mess up the nice movement feel that we initially had
@spirits Seems that you have found another bug! It seems that units very rarely go on cooldown and don't comeback. Thanks a lot for reporting, I'll look into it!
@julienlussiez @bilalch213 @tkers had some good insight about slowing the pace of the game, I already tuned down the difficulty since the first release, but it seems that slowing down some more, or some bullet-time would be nice! Thanks everybody <3