Going Nuts by nidup 2017-12-05T16:10:16Z
Really great art and fun gameplay, the theme/setting fits well with our current weather/season here haha. I wonder: The "criticism" of anarchist ideology and the squirrel's hypocrisy are intentional, right?
Foon → Ludum Dare Explorer → Users → itab2
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Watch out your jet! | unfinished | ||||||||||
| 2018 | 41 | Combine 2 Incompatible Genres | itab2 entry LdjamApril2018 | unfinished | ||||||||||
| 2017 | 40 | The more you have, the worse it is | 👥 | DeLight | jam | 845 | 3.13 | 2.51 | 3.50 | 3.70 | 3.44 | 3.02 | 1.95 | 3.57 |
Really great art and fun gameplay, the theme/setting fits well with our current weather/season here haha. I wonder: The "criticism" of anarchist ideology and the squirrel's hypocrisy are intentional, right?
It's a fun game with an interesting concept, as long as you play it the way it was intended. Letting your wrecking ball grow to fill the entire screen to become invincible doesn't really have any downsides (except it's not really fun this way).
Props for submitting a multiplayer game. Did you use UNet or something different?
Looks really great, could be just a tad faster. I'm not really sure what the power-ups do. I think Rice gives me scatter-shot and the weights give me a score-mult? The different elements are a nice addition to the bullet-hell foundation, but the tiny guardian is pretty big (and/or has a big hitbox) for a bullet-hell player character, so evading stuff gets really hard once the actual hell starts :D
It certainly looks nice, but the attacks and jumping just stop during the animation so it's hard to actually hit anything and not get hit by the others.
Why are you doing this to me (>ToT)>
Mechanically it's a very minimalistic but polished sidescroller, and without your post I would've indeed struggled to make the connection to this LD's theme, but the art and mood are really great. I guess it's reached its emotional climax already, but I'd love to see this continued.
Don't let it go under just because of your smart balance!
Thanks so much for all the feedback everyone! As @gamequester pointed out, the brighten and dim buttons unfortunately don't work in the web version. This is an issue with Unity's WebGL builds not detecting trigger input, they will still work in the download versions.
Thanks for sharing @indie-gaming! Glad you enjoyed it :) Sorry for the framerate judder in the WebGL version btw. We did test on various machines and the WebGL version runs fine on desktops, but our laptops did struggle quite a bit. We tried squeezing a bit more performance out of the WebGL build today and updated it with a version with lower graphics settings, but it doesn't seem to have helped much. The standalone versions should definetly run smoother though!
Thank you so much again for all the kind words and criticisms everyone! We acknowledge your feedback and are currently discussing how to make the game less frustrating while keeping the tense atmosphere intact. Since we feel like we're too familiar with how the game works to form a 'normal' player's opinion, we'd like to know what you think makes the game too difficult/unfair.
Is it too dark (as in the enemies weren't visible enough vs. the minimum light spot was too small)?
Are there too many monsters of one kind or the other?
Are the monsters too aggressive?
Maybe you survived for a fair amount of time but simply didn't find any of the three exits?
Fun and cute. Love the monster's silly comments! Mouse/Camera kept jumping for me though and variable tofu-throwing-strength would come in handy when trying to feed a really big monster :D
The art is really cute, the level generation seems solid and so does the basic tower defense mechanic. But it definetly needs some balancing. The first three or so attempts I tried the different traps and ended up not even making it through the first wave. But then I just build like four or five spike traps and got through wave one easily. Just upgrading those traps gets you all the way to the bearded ghosts, which take like 10-12 upgraded spike traps to die, that's it.
I can hear my Nicks, I can not watch them
It's definetly a nice, relaxing game, the visuals are nice and coherent. I can't decide what I think of the gameplay though. On one hand, the idea of never staying in one place is unique for this kind of game, but since you're never allowed to stop and get attached to 'your village' etc. there's also a lack of a feeling of progression.
It's kinda like a much nicer looking Luftrausers. I suck at both tbh but it's still fun.
Damn that's polished (ã‚·\_ \_)ã‚·
Thanks @rexpeppers, it's not a simulation at all though. I wanted an arcade-y feel like Ace Combat so the controls are very simple and direct.
@troftu: << Trof-2, trof-2 >\>
Holy crap! That was freaking awesome. No kidding you built an entire life sim in a game jam!?