Locked'goshi by StabAlarash 2020-04-22T19:26:45Z
Great aesthetic! Reminds me of a more sophisticated tamagotchi.
Foon → Ludum Dare Explorer → Users → frompdx
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Into the Forrest | jam | 1738 | 2.86 | 2.45 | 2.91 | 3.06 | 2.02 | 2.90 | ||
| 2020 | 46 | Keep it alive | Feathers, Fur, and Fury | jam | 2519 | 2.39 | 2.31 | 1.76 | 2.21 | 3.33 | 2.40 | 2.16 |
Great aesthetic! Reminds me of a more sophisticated tamagotchi.
Great job on the graphics. The perspective conveys a lot of depth. The buy animals menu got stuck for me when I tried to buy a spider and a rat.
The "moo" cracked me up.
Simple but fun. Played for quite a while.
Great work! This feels very polished. I like the hybrid tower defense approach.
Interesting concept that sticks to the theme.
The background music really sets the tone. Great work!
Too real. Great work! Also awesome that this was made with Godot. Overall this feels very polished. Love the wifi names.
Throwing the customers at the register cracked me up.
Great creepy theme. Voice narration is very well done. Key controls are interesting as well because they keep your hand on the home row keys, but I have to retrain my brain from so many FPS games that use WASD.
Great art and audio! I like the way the interactions are interconnected.
Fun little game with a lot of potential to add on to.
Nice work! I think this has a lot of potential.
Interesting concept.
> I like how the little cat can’t handle the recoil of the gun
Thanks! @lamasaurus! That was actually a happy accident. I was struggling to get the projectile collisions to work correctly and almost didn't make the deadline. When I finally fixed it the collisions, recoil from the gun was an unintended (but great) side effect.
> I like the pixelart style in this game! Hope you enjoyed the jam
Thanks! @mulberg! I had a lot of fun participating.
@gabriel-pittol and @pjnovas thanks for the feedback! I agree that the end game needs work. I think I may do a post jam release that is a little more rounded out. This was as far as I could get within the timeframe of the jam.
> Also where is the goose? haha
@weirdybeardyman lol, I didn't quite get to adding the goose to the game. The goose is there in spirit but not in reality.
I like the medieval style canvas. Great use of meme-guy.
I think this game has a ton of potential. The lighting effects are great. The enemies aren't much of a threat though, but the mines are tricky to navigate so there's some challenge there. The controls are tricky. I think some audio or visual feedback might help there.
Really fun and enjoyable. It's a simple game but everything feels very well polished and the controls are very satisfying. Nice work!
Fits the theme pretty well. I can't offer a lot of feedback that others haven't already provided. I agree with the points on the Y axis. I know it's one of those things where people love or hate one or the other but for me it felt wrong. Making that configurable would go a long way for making the controls feel natural for everyone. I think adding some kind of visual clue about what to do in addition to the navigation arrow might be helpful. I wasn't entirely sure what I was supposed to be doing.
Definitely challenging, but a really unique take on 2D physics/platformer. Nice job!
I like the shooting mechanic but I wish you could carry both the gun and the shovel and swap between vs dropping one to pick up the other.
The flashlight is a nice touch to the atmosphere of the game. One difficulty I had is that the look sensitivity is very sensitive which made navigation sort of difficult. It looks like maybe there were going to be some options to adjust this but I was not able to access the options menu at the start of the game.
Very cool idea to have a platformer with a rotating 3D environment! Took a second to get the hang of but I think it is really interesting.
Hey it looks like we had the same idea for a title! https://ldjam.com/events/ludum-dare/48/into-the-forrest
Great humor! Overall this feels very well polished.
Really great! The voice acting is excellent and the music is fantastic. I had a lot of fun digging trenches to direct the water. Probably one of the best entries I have played so far.
I really like the music and the scrolling background is a nice touch.
Pretty good overall. Great take on the theme. I like the music. Reminds me a bit of Jazz Jackrabbit.
I really like the game concept. It's fun and challenging. A little bit of music/audio will really complete this game.
Looks really nice overall. A couple of things I think would make it feel more polished are adding some sound effects and displaying the amount of crystals, health, and ammo the player has.
Overall I think this is great. The controls are tricky and it wasn't obvious how to bring up the help menu initially. Once I had that figured out the game was lots of fun to play. Love the music!
Nice entry and not bad for a text based adventure. Something I think would work great for this type of game as a tutorial is to bold font some of the clues early on to make it more obvious what to do. Overall the text interactions felt natural to type. though.
Nice entry overall. The jetpack controls feel nice. I think using keys as alternatives for the mouse buttons might be a better experience for some. A few sounds in addition to the music will make this feel more polished.
The artwork and animations are really great! Overall I like the concept. The only thing I felt was missing was music that sets the mood.
I like this game but like others have said it feels very hard to get very far. One reason for this I think is that the levels appear to be procedural and random. I feel like pre-planned levels give a better experience for something like this because the player can remember where the obstacles are and how to react. A neat trick for procedural might be to make the game unique for a player's session. For example, the level is auto generated and then stored somehow for the player for a period of time.
Looks really well polished. Took me a minute to figure out how everything works. Really unique take on the platformer.
Nice work. Definitely submit the shader to https://godotshaders.com/
By far one of the best I have played in this jam. Nice work! The only thing that I struggled with is that there isn't a lot of feedback when "click to continue..." appears. I found myself clicking and clicking and not really sure if it worked because it would take a while to transition scenes.
Nice entry that fits the theme pretty well. Took me a second to figure out how to play and how the water, sun, and wind were all tied together in the game. My main feedback is that the game lacked music or sound. I also felt the scrolling was a bit touchy or jumpy.
I love the vibe. I felt like there could be a little more action though. There can be a lot of empty space and then all of the sudden a fish comes out of nowhere without much time to react. Kind of like how the snowman used to eat you at the end of Ski-free.
The music is SUPER loud. Cool demo. Reminds me a bit of running or punching in a dream, lol.
This is pretty great! Nice work. The cells in the jumping section is a really neat take on a platformer and the jump physics feel very satisfying.
Overall this is a really great entry. I don't really think the music is paired poorly. I like it and feel like it sets the right intensity for the game. The only soundfx that bothered me is the footsteps, which seemed louder than they should have been. Love the graphics and the controls.
Fun little game. Feels very polished and fits the theme very well.
I agree with @khill. The controls are really tricky and they don't feel very satisfying. I could see this being a lot of fun with more intuitive controls. The art and music is great!
Neat concept. I kept wanting to type ls instead of look. I noticed unity webgl fails to load in chrome on MacOS. It works fine in Firefox. The only thing I don't like is the fuzzyness around the letters. Makes it too hard to read.
Nice concept overall. Good for a compo entry. The tutorial was well done.
Great use of 2d physics.
@adrien-dittrick Kenney.nl 1-bit assets.
@fozzy Thanks for catching that. Published an update to deal with the freezing.
Thanks for the feedback @stuffedgravy. I definitely had more stuff in mind, but yeah, RTS style was too ambitious to really get all of the way there. In retrospect there were a few things I could have done differently to allow myself to iterate more quickly but learning is part of the fun so I'll remember those next time.
Thank you @poetril
Thanks @somnolentpumpkin. I can't take credit for the art but I placed those trees one by one :)
Thank you for the very thoughtful feedback @fiakaiera and @aditya-kumar. I'll let you know if I decide to do anything further with the concept after the jam @aditya-kumar.
Thanks for the feedback @fractal-flower-girl and @doctortm. I'm still trying smooth out the rough patches of placing buildings unfortunately. Sometimes what you saw happens and sometimes it doesn't. Thanks to the way I built it, it has been fairly difficult to debug. It's probably my main regret. In retrospect there was a much simpler approach to the same thing by having dedicated areas a player can place a building and letting the player select the building after clicking on that spot. As you can see there are really just a couple of spots a building can be placed but that was a last minute decision to cope with some of the problems with the building placement.
Thanks for the thoughtful feedback @leorid. There is supposed to be a win condition after killing all enemies that displays a dialogue box that says you won. It must be broken somehow. Something I need to investigate.
I'd like to take credit for writing my own engine, but I actually built game with Godot. I agree with the lack of important features though. A lot of quality of life things didn't make it in with the time constraints. It was a good learning experience and my first attempt at making anything RTS-like. I'm glad I gave it a shot as I now know a lot more about how to approach building something like this in the future.
Thank you for the feedback @skleembof. There is some information on the [game page](https://pdxgames.itch.io/ld48) about the different building and enemy types, but I think part of the game should have included some kind of introduction or walkthrough that explains how to do everything so players don't have to go looking for the information.
@fiakaiera I reduced the contrast of the map to which hopefully the contrast between the trees and background less irritating.
@skleembof I changed the color of the enemy units to make the easier to find and tell apart from the player units. I also made the player units health bars easier to see.
@fractal-flower-girl and @doctortm I think maybe I have fixed the bugs you ran into while placing buildings. The mechanic seems to be working much better now.
@aditya-kumar Made some bug fixes that make the game more playable, see above.
Thanks for the feedback @dangerblack and thanks for stopping by! Sadly, the archery tower and walls are vestigial. The archery tower can fire arrows without a unit. I hadn't actually considered that they should allow you to add units even though it make sense given how similar the idea is to archery towers in AoE. I had originally intended to have enemy attacks and make it more of a defense oriented RTS (my favorite style), but as I became short on time I opted for seeking and destroying enemies instead. For now I'm focusing on bug fixes, but the effort has gotten a lot of positive feedback so I might think about adding some new features post Ludum Dare to complete the game (too late for LD though). Now that some of the bug fixes are in place things are starting to come together a bit.
Thank you for the feedback @saintchristopher777!
In retrospect I should have opted out of humor since there is no humor. Oh well.
@villanelle I wonder if that might have just been bad UX? You have to click on a building to open the units menu. Once you click on a building you can start queuing units. Each one takes a different amount of time to spawn, but it should work (let me know if it doesn't). It's not as obvious as it could be and the game really needs a tutorial (or more intuitive controls).
@smeljey Thanks for the feedback! I agree on the point about the controls. They are nowhere as intuitive as they could be. I was kind of working backwards from RTS games that I've played, but a lot of quality of life controls you'd find in other games are missing here.
Thank you for the thoughtful feedback @jorne. It was a great learning experience and I've walked a way with a few ideas on how to approach building an RTS in the future that avoids some of the pitfalls that cause the bugginess a lot of people experienced.
Thank you for the thoughtful feedback @jorne. It was a great learning experience and I've walked a way with a few ideas on how to approach building an RTS in the future that avoids some of the pitfalls that cause the bugginess a lot of people experienced.
Pretty neat concept. I like the rope animation and general atmosphere. I felt like it was tricky to get to the cave where the instructions "press r to leave rope" appear. The first time I just pressed r and fell to my death.
I liked the menu and tutorial. The drill moves a little too slow is probably my only complaint. Nice work!
I like the overall simplicity of the game. I'm glad that it had audio but I found the audio to be abrasive at times. The controls feel very natural.
Pretty neat idea. I like the upgrade system and the joint mechanics on the claw. The art is great. I think the number one thing this entry needs is some audio and sound effects. Nice job!
I really like the art but it looks a little fuzzy instead of looking blocky. The boomerang mechanic is pretty neat. I think the number one thing that would improve the experience is a bit of sound. Otherwise nice entry!
Nice entry. The music fits really well. Gameplay feels very natural. I think a restart button would be helpful just because it's not clear if you can keep playing. The game is tricky enough at first that you probably need a try or two to get the hang of it.
Very challenging! Great work on the shaders and graphics. I think the only thing I didn't like is the slight fuzz in the shader. Makes it feel like there is something in my eye. But this isn't very text heavy so once I got into the gameplay I didn't really notice all that much. Was too focused on not losing my sanity.
Great music! Reminds me of Matt and Kim. I liked the art and controls as well. Overall very good and right on the money with the theme.
Artwork is great and general concept are really interesting. I think the game itself could benefit from some background music to help set the mood. Another thing that might make it feel more polished is to provide a bit of feedback when you play a card (sounds or animation). Overall, nice work and nice entry.
Still really great for a compo @saintchristopher777. I think it has potential past LD. Really creative.
The graphics and audio are great! Gameplay is tricky and I agree with @cinderblade that a small tutorial might help. Kind of tricky to get the hang of.
The screen shake and blaster hit animations are a nice touch and make the game feel well polished. I liked the graphics as well.