Foon → Ludum Dare Explorer → Users → jeke
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Last Shot | jam | 1231 | 2.57 | 2.51 | 3.05 | 2.98 | 2.19 | 1.00 | 1.77 | 2.40 |
Echoing others, I think you created a fun environment to explore, great job. It could have used a little more sense of progression. The controls did not seem responsive, was this an intentional choice or a side-effect of the way they were programmed?
Amazing environment you have created.
The characters are extremely well done. I would like to see the game-play expanded a bit, but great work.
Great job on the atmosphere with the quality audio and graphics. The slow movement controls were frustrating with the amount of knock-back received from hits. I think if the player felt like they could work their way back to the platform after taking a hit it would be more motivating to keep trying.
Could be a very fun/addicting challenge with some parameter tweaks.
Really promising look and feel. Great job. Would like to see what you do with it in the future. Do you have any ideas of how you would make it stand out from other games of this style (point-and-click god games)?
Great execution. I was disappointed when I threw a grenade at some bubbles and they did not disappear when it blew up. Also, to me the music did not really fit the game-play. Other than that the game felt very well wrapped up. Keep up the good work.
Very well executed. Instant re-spawn was a great choice for this type of game. Did you intentionally make the controls a little float-y to add challenge? Great job.
Nice looking game, overall the game felt well done. The game-play itself seemed a little unrefined. I didn't feel like I had a lot of control over what was happening with the limited ability to interact with the boxes. Also, the collider around the player felt a little too big and box-y. Great job for the jam.
Additionally @patrickrmc, the point of a game jam is not to provide adequate time to do everything perfectly.
Mechanics are just one part of a game. If you enjoy making the artwork and overall feel then you should continue to do that. You could consider choosing a different style of game-play that allows the player focus more on the artwork and atmosphere and less on the mechanics. Either way keep up the good work.
Solid concept. @historymaker118 hit the nail on the head. A more clean and helpful UI layout/design would make this game much more approachable. The mechanics you implemented had a lot of complexity and that is great if you are able to enable the user to easily learn them. I felt Like I spent more time learning the UI than I did the mechanics and relationships between items. A little accessibility would go very far with this type of game.
Great work for this jam.
Great job with the artwork and coming up with some unique game-play that fit the theme well. If you have ever read the book The Little Prince, it immediately reminded me of Boabab trees from that.
I would have liked to see the lose state (reaching 10 trees) come about more naturally. Like once you physically cannot navigate anymore or there is no more surface area for the trees to grow, as opposed to a set number of trees.
Very well done overall though.
This felt really well executed. It seemed like you were able to create a complete experience, which is not often the case with game jams.
The game-play was challenging, but not in an unfair way that couldn't be overcome with practice. This type of mechanic felt very at home with the visuals you created.
Great job.
Well executed, it is impressive how much you were able to get done in a weekend. The UI felt like it could have been enhanced to make the game a little more accessible (drag and drop would have gone a long way), but UI work is time intensive. Overall really unique design style, great work.
Really dig the artwork.
Nice work. How do you think the game would feel if you used a camera perspective other than first-person e.g. third-person or side-view?
Very nice job. The game starts off a bit slow, but it was engaging once the difficulty ramped up. It would be interesting to see if you could add in some way to give the player a little more agency, e.g. some way to clear out some shapes, while still keeping with the theme. I definitely felt running out of space. Good work.
Well done. I like the consistent feel achieved with the sounds and visuals.
Two thoughts: Game-play could benefit from some indication when an enemy takes damage. The shots felt a little empty. Maybe make the pause menu look more like a shop button for those of us who are lazy and skipped all tutorials hah.
Echoing what @almightytuna said about the hitbox on the blue flames. Pretty good cohesive feel overall. Good job.
@krasse I agree with the audio being hyper-realistic, just like everything else in the game.
I added in the small meteors to shake things up and to enable the black holes to grow on their own. I had considered putting in a setting to control how many would spawn and even allow them to be turned off, but then didn't because of laziness.
Thank you for the feedback.
@krysis @sosaddude do you think reducing or removing the asteroids would have made it easier, or are the black holes too hard to work with?
To be honest I never felt 100% okay with the way the ship interacted with planets and the black holes. I wonder if I should've made the gravity interaction less "real" and more cartoon-y.
@3ncryp73d I agree with the physics feeling weird. Ironically I am using the universal gravitation law, but I think I should have faked the interactions to be more intuitive and forgiving. I think the space between things is too small for "really" gravity to be really useful.
@wendel-scardua thanks. Yea, I think "real" physics just aren't as fun as we expect them to be.
Pro-tip: I had the most success placing black holes midway between the start and target planets and off to the side. It gives the ship a little more pull towards the target and allows you control the bend of the ship's path.
Thanks @historymaker118. I unsuccessfully tried to recruit an art friend for the jam. So I went all in on game-play and theme. I decided to do the jam on Thursday and was only able to put in about 12 hours over the weekend so the visuals and audio definitely got the short end of the stick. Hopefully this can change in future jams.
@johnnwfs @shinyogre thanks for the heads up about that issue. Not exactly sure what would be causing that. I have uploaded a link to a Windows build if you still want to try out the game. Sorry about the inconvenience.
@ryan-wickman thank you. Having a black hole devour everything is my favorite "feature" of the game.
@grahhhhhhhhh thanks for the feedback. I will definitely check out your game and keep you in mind for the next jam if I find myself lacking artistic resources.
Nice job overall, I really like the artwork. The pace felt a little slow, had you considered making the pink circles permanent? It might have pushed the theme a little more into the foreground and made the difficulty ramp up faster.