Schrodinger by myachin 2013-04-30T20:53:00
Best game this LD, simply amazing.
Foon → Ludum Dare Explorer → Users → justin35f
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 28 | You Only Get One | Aurora | jam | |||||||||||
| 2013 | 26 | Minimalism | Arcane Siphon | compo | 1252 | 2.34 | 1.90 | 2.66 | 2.62 | 2.59 | 1.89 | 1.40 | 1.96 | 49 |
Best game this LD, simply amazing.
Great game! So many games this time with color being a center of focus/mechanic. Game progression was very good.
I think it is the number of jumps, as it kept saying 'boring'. Also, you don't leave through the door. After you leave, and it says you find your freedom, is their an end? or is that it? I could still jump, wasn't sure if that was intended or not. Fun little game though.
Fun game. Still can't beat the boss, got so close one time with one weapon thingy left. Unfortunately it got popped.
Game was nearly unplayable. Extremely loud, unexpected noises are not ok.
Added source, totally forgot about it.
Thanks for the feedback guys. This was my first LD, and I definitely did not spend enough time polishing as I wish I had. Spent most of the 2nd half cutting planned features rather than polishing already implemented ones.
nicotuason:
Could you give a bit more feedback about how the controls don'g feel solid? I'd like to clean them up some, and feedback would help. Also, I intended to have enemies fade when shot, as an indication to life left, but didn't get to implement it in time.
paulopn:
The hit-boxes for absorbing are not pixel perfect (or even near it), hence it not working all the time. Generally aim as close to center as possible and you'll do fine. I'll be fixing this in an update. Damage is hard-coded at 15, and life is hard-coded at 100. This applies to enemies and the player. However the player shoots slightly faster than the enemies. I agree, the enemies are too difficult. I didn't save enough time to balance unfortunately. The map is procedural, so it gives a new play experience each time. I'm a big fan of procedural terrain!
EdoMiyamoto:
Agreed! I will polish the game further, and do much more balancing.
Jaus_LXXIV:
Just as a clarification, in case you are interested, though the enemies are cubes they do have a 'front'. They have a field of 'vision', which is generally cone shaped. They also have a sight range. If you are within their field of view, and range, then they become alerted to you (turn from green to yellow). Once alerted they will attempt to focus in on you. If in this time frame, you remain in their vision they will become aggressive and attempt to chase you down. Once in range they will then begin attacking you. So it is entirely possible to walk right up behind an enemy for an easy kill, but you can also become surround very quickly.
I completely agree about the difficulty, but I got this game submitted seconds before the deadline, and didn't give myself enough time to polish.
Thanks everyone that played and rated. I had a blast doing this LD (my first) and plan to do more in the future. I'll work on this game some more and continue to polish it up. You can check up on the game at http://www.blackmodulestudio.com/ArcaneSiphon/
or follow me on twitter at https://twitter.com/justin35f if you are interested in updates. Don't expect anything for the next two weeks as I'll be working on a self-imposed 2 week Jam to see what I can make! Thanks again!
DST:
I'll port the game in the morning for you!
voxel:
Thanks for the feedback, noted all these things. I'm going to continue working on this one.
Kiwiboi:
You siphon 'energy' from the objects to use as ammo. The initial idea was that you were removing the energy from the world to fight the enemies (moral dilemma), hence causing the world to become minimalistic. Had other ideas that worked into the theme more, but didn't have time to implement them.
Lucas Tiridath:
You are correct, it was WAY too ambitious. This was my first LD, and I cut a lot out as it is. Their was supposed to be story elements that explained the objectives more, and gave the game meaning. Also, the killing 50 enemies thing was not the original goal, just what I had time to implement.
Thanks for the feedback everyone. Heading to bed, will port to other systems in the morning!
As promised put up Windows, OSX, and Linux builds in case you all needed it. Enjoy.
Dir3kt:
Thank you for the feedback. When I update, enemies will be a priority, as there are many issues with them.
plop:
Unfortunately I do not have linux, so it is difficult for me to ascertain what is going on, and how to fix it. I've been doing some research, and it appears that the Unity Webplayer does not work on Linux. Now as far as the Linux build, I did read that a common issue is the user will need to give execute permissions with this command: chmod +x <file name>
Now this has not been tested by me, and is just a suggestion. Hopefully it works out for you.
Ok everyone. I can't wait till voting is over to update this, so I put up a separate page for the in dev version. If you haven't voted, please keep it fair and vote based off of the LD version (linked above). If you feel like testing the in dev version, you can check it out here:
http://www.blackmodulestudio.com/ArcaneSiphon/Dev/
Keep in mind, I haven't started coding as of this moment, I'll put updates up periodically, and put a note on that page indicating the version it is.
@Tyro Thanks, originally the plan was to have different abilities, from different colors, and the objects would be different colors. Unfortunately I almost bit off more than I could chew, and had to cut back to make the 48 hour time limit. I'm currently working on a new dev build to flesh out the game and make it much closer to what I had originally wanted. I'll be taking more time for this one though. I linked above if you want to check it out (in a few days that is, once I get some time to code).
Fun game, entirely too load death sound.
Great concept! I find it amusing as my game was originally based on colors as well. I really enjoy the simplicity of this. Though the enemies are intended to be difficult to see, straining my eyes doesn't seem like a good way to add difficulty. All in all, good game.
Great game, run 'Evolved', hold down, win...
Great game!
Great use of the theme. I'm very impressed at the level of detail and polish that was put into this game. Smooth controls, no bugs (at least that I found), crisp sound effects, nice soundtrack, and of course great pixel art. Job well done.
Great use of theme.
Can't get past the menu, no keys do anything. (Tried the web build).