Keep It Undead by pcmaster 2020-04-26T10:58:26Z
Controls made this frustrating, otherwise it could potentially be a nice puzzle game. Handmade graphics were really nice.
Foon → Ludum Dare Explorer → Users → Jishin
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Until Sunrise | jam | 639 | 3.74 | 3.58 | 3.08 | 3.97 | 4.37 | 2.48 | 4.06 |
Controls made this frustrating, otherwise it could potentially be a nice puzzle game. Handmade graphics were really nice.
Interesting, movement out of combat is a bit of a nuisance, moving directly to a new event could help.
Liked the music and the pixel art.
Fighting could benefit from a more restricted arena, enemies without a ranged attack are doomed by continuously moving backwards.
Keep up the good work outside LD, I'm looking forward to an expanded version!
Really liked it! I'm a huge fan of this kind of games and this was such a great entry! Hope to see more of these from you!
Interesting idea but I'm puzzled as well on how it goes with the theme.
Good job in making it in such a small amount of time with HTML and JS though.
"Oh no!" I drank them all and I got stuck in a room with a garlic girl :laughing:
Pretty funny little experiment, quite impressive use of JS and HTML5. I liked it, would like to see more Popescu.
vampire-bloodlust.PNG
@polegar I had to play again. And this time I got it :joy:
My bad, I didn't think that I was supposed to try the external walls as well, I thought your powers were meant to clip only through pillars and avoid garlic girls :laughing:
Managed to save Jack. It's pretty intuitive and the zooming effect is nice. Perhaps it would be beneficial to add some sort of story and some different silhouettes for assassins.
Nice little engine, I'm sure you can improve this a lot after LD!
Really great entry, everything was polished and satisfying. I wish there were more sound effects for whenever the character moves horizontally from a square to another for example. Other than that, pretty perfect!
I played the post jam version first, all while humming "firestarter" and having a lot of fun!
Really liked the pacing and the humor.
Overall it's a really solid entry, ticking all the boxes!
Lovely lovely game!
Graphics and controls are incredible plus, watching your birdlings grow strong and survive, it made me emotional :stuck_out_tongue:
Superb work.
Very nice for a simple for what it does. Love the art.
Will definitely benefit from additional variety if you plan to expand after Ludum :smile:
Well done!
It feels a bit too much as a prototype, so I will rather comment on the concept and some execution.
While the graphic is ok, my recommendation is to keep a unified pixel size, for the background and for the other sprites.
Once you choose a pixel size, it's always a good idea to stick with it in all your graphics :smile:
Mechanics are very simplistic at this stage, so there is not much to talk about. You get too many cards and attacks, without a real challenge.
These kind of games could be easily expanded upon, so keep working on it!
Art and voice acting made this really nice to play. I like that there are several endings and no prestige, I prefer finite games rather than endless ones, so this satisfied me. I refreshed the page to go through 3 endings, just to see some differences, and just one felt a bit unsatisfying, otherwise, very nice story telling. Some upgrades are less useful than others, so I felt some paths led to an easier progress, something you might want to address post ludum dare. Well done!
Really really cute and with a twist! 11/10 would serve ice cream again! It feels balanced and polished for being done over a jam, well done!
Interesting, although I didn't see a purpose in going through the levels. I believe it would benefit from a clear objective, whether it's an highscore or hints to an end level. For 12 levels I always got a 1 extra bonus upgrade, with seemingly no differentiation, besides some aestetics. Discarding an upgrade doesn't have a purpose that I could think of. Maybe have the player decide whether they will get more damage in spite of less speed?
Pretty sweet and short metroidvania with amazing humor! Really liked the way you realized it, it's such a great take on the theme!
Nothing much for now I guess, I too got stuck in a corridor.
Hopefully you can expand on it in the future?
End of day 1. Random generation of terrain, lighting and menus are ready.
Player control is 80% done, we're missing attacks.
Ingame UI is basically missing, will be added tomorrow alongside with monsters :)
keep-it-alive1.PNG
Thanks, I didn't have time to put a narrative before the 72 hours deadline, I will definitely add something now, to give a bit of context and objective. For now the purpose is to survive, managing your fire, until daylight arrives (countdown timer on the top of the screen).
Done a few bug fixes and added some introduction text at the very beginning. I've improved performance a bit as well, hopefully it will be a smoother run. Restart is now working properly too, so enjoy replaying without having to reload your window :)
Thanks @williamcarter !!! Really happy you loved it! We really put a lot of effort in a short amount of time. And a bit of insomnia, mixed with lots of coffee. Will take your suggestions into consideration! I just uploaded a new version that should have some little additional quality of life improvement and slightly better performance over WebGL.
Thank you all!
@goldenevolution appreciate the feedback! I believe that getting all those upgrades earlier on will likely cause an early defeat. I've tried to keep the pacing in a way that a player would try different upgrading strategies to overcome the bigger waves coming at a later time. Please let me know if, after trying a bit, you still feel that way and I will see what to balance :smiley:
Thanks everyone! I've heard you out and upgraded the game according to your feedback! Please see the changelog for a list of things done since the beginning of Ludum Dare. :heart:
EDIT: For some reason the fire sprite is not emitting anymore, not sure why this happens only over WebGL. I'll fix that tomorrow
EDIT2: Fixed and uploaded, now the sprite renders correctly without problems :smile:
Thanks to you both!
@duke did you try the 20 minutes version or the 30 minutes?
Anyhow, we will definitely rebalance after Ludum, adding more content and possibly more updates following it.
Thanks again for trying it and appreciating what we created! :heart:
@alexascher thanks! We decided not to make it too easy so that players would experience a bit, and maybe lose, before finding their right pacing and playstiles. It is quite true that the last update got a bit more pointless after reducing the time.
We'll definitely look into that.
Thank you so much for trying it!
@kfischer-okarin the timer is at the top of the screen with a bar that moves slowly from night to day.
Could it be that your browser decided to cut off the top of the screen? Could you please try in full screen and verify if that works?
Thanks for you review!
Firstly, thank you all!!! Your feedback is amazing and really helpful!
Upcoming in a new version today: - Tentative bugfixing for the upgrades menu not showing any text - Improved controls over the main character - Auto attacking on button held - Improved hitbox for monsters
@ldd the music is part of a bundle called "[Ultimate Game Music Collection](https://assetstore.unity.com/packages/audio/music/orchestral/ultimate-game-music-collection-37351)" that I bought a while ago from an humble bundle :stuck_out_tongue:
We couldn't find a sound expert in time and I had to optimise with what I had. Happy you liked it, I listened very quickly to dozens in a very small amount of time before deciding :laughing:
@skyeward thanks again for your live stream and for your kind words! We are definitely going to add more variety once LD ends!
@lexyvil thanks for reporting this! I saw it yesterday when @skyeward was streaming the game, I believe it's something related to how WebGL manages that canvas. I'm already looking into it, unfortunately, for whatever reason, I can't reproduce it locally.
I am going to try and add some visibility checks and debugging, which I will release in a new version today. Thanks for reporting it!
@kfischer-okarin thanks for testing! Possibly, the version playable through itch.io has a better template that handles top margins over the HTML page. I'm going to set that one as the main browser playable version.
Pretty funny little challenge, I only wish there was a bigger variety to the "advices" :laughing:
It was worthy trying it, cute little jump back in my early days of working :laughing:
Really nice realisation over the theme!
Loved the voxel style and how polished everything is. Performances over WebGL are incredible too!
Hated the ram, sometimes it was worse than the wolves. And the wolves dropped 1 or 2 sandwiches per game, not letting me keep the Ram alive because it wasn't doing anything even with wolves stunned nearby :confused:
At some point it started running in the same spot like crazy, stunning me repeatedly until it died and game over :laughing:
Yup, please fix the link. We made a similar game by the look of it.
Nothing else to say that others haven't said.
Everything was amazing, I loved the work with shaders and nodes, very impressive compo.
Besides a few glitches with the phone and some texting which didn't make much sense, it felt like a nice dating simulator while trying to do multiple things at the same time. Really liked the concept and the graphic, wish it would become something more!
I liked that some jumps required good precision but they were not impossible, thanks to the crispness of controls. I managed to get all artifacts on my first run, it would definitely need a additional polishing and extra variety to work.
Nice physics and interesting concept! I found out that the little man is better left without me messing with the city :laughing: Anyway, for a first work it looks pretty nice, I would be scared doing something 3D in 72 hours! Well done, keep polishing it!
After refreshing the page several times and many retries, I managed to get someone in level 1 to finally follow me, although not really needed. In level 2 they don't follow, no matter what I try and if I spend time to push someone over the button it's already too late. Could be a potentially interesting puzzle, about sacrificing followers for the greater good (finishing the level :stuck_out_tongue: ), but as of now it's a bit too frustrating and/or glitchy.
@charles-fernandez I tried with a mouse if that helps. Left clicks were triggering the sound but no one follows. I only tried on Firefox if that might make a difference
Welcome to the "campfire" group :laughing:
A few of us did make the same theme over.
Liked your execution, hope you will be able to make it bigger after LD!
The idea and the execution are really nice! Camera and a few freezes made it a bit annoying but overall super cool effort for such a short time! I appreciated that you get different layouts and objects to try and save. Well done!