Go Shape Yourself by Elemental Zeal Games Studios 2016-04-19T01:56:00
Overall nice, but not something I would play for a while. Additionally, enemy projectiles are a little hard to see. Good job though!
Foon → Ludum Dare Explorer → Users → Postcursor Laboratories
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Irradiated Steam | jam | ||||||||||
| 2016 | 35 | Shapeshift | Promethium | jam | 871 | 2.89 | 2.89 | 2.82 | 3.89 | 3.10 | 2.11 | 2.73 | 36 |
Overall nice, but not something I would play for a while. Additionally, enemy projectiles are a little hard to see. Good job though!
Thanks! We were going to add cooldowns on the abilities so you couldn't just spam fire*infinity, but we ran out of time. :P
Thanks for all the feedback, we've just pushed a fix for a bullet leak that led to a lot of lag. It should run much better now.
@Larzan: Unsure why you couldn't shapeshift, but we weren't able to implement a restart for after you die, so the game does keep going and it pretends you are alive but unable to move.
I loved the feeling of panic you got as you got hit and it became impossible to see straight.
I really felt lost at the beginning, but in a good way, where I didn't know what I was doing, but I also got the sense I wasn't supposed to know. Discovering the different things made a very natural feeling of progression as I gained the knowledge of how to shapeshift different animals. My one complaint is as a master of alchemy, I shouldn't have to transform bats into rats once I get to the point where I know both of their components.
I liked the game overall, but it was difficult to control the tank/bot/etc because (1) it was always the same direction, not rotated to match towards mouse and (2) it went too fast for fine rotation control.
It took a while to get used to the controls and what killed squares, but the fast-paced uncontrollable nature of square combined with the excitement and anticipation of triangle is awesome.
Circle was a bit hard to use because you didn't have control of where you were rolling and you could immediately die if you weren't careful. I think if I were better I could combo circle dash attacks and use square jumps to get out of them, but I couldn't do it on the few tries I attempted it.
All the subtle effects you added really makes the crazy feel come alive.
I feel like I'm missing some reference, but despite that this was an excellent game. It took me a while to figure out that my bullets were bouncing, but after that I really had to focus on accuracy, which was a strange change from normal bullet hell. I also liked that you could shoot a bunch of deliberate misses, use the shield/megalaser, and reabsorb them for massive damage. Overall a great game, and I loved the character and enemy design.
It is a well-made game and very original, and the graphics are pretty good as well. However, I don't feel that this fully fits with the theme because shapeshifting feels like it was thrown in last-second.
Nice take on the theme. Very smart puzzle design, very simple concept that was executed very well. Well done.
I like the concept, but the viewpoint made it hard to see what was coming up because the hearts were so small and often blocked by moving to them. The sounds are a little grating but are nice. The graphics also look very nice.
The aesthetic is incredible, but it feels like you can't get past the enemies in dog form, and you don't get a good sense of how close you can be to a dark one before they see you, and sometimes you seem to get slower unpredictably and can't move past them. Despite all that, the art and mood is great, and with a bit more work it could be an awesome game.
It looks like it might be a good game, but I couldn't figure out how to climb as a reptile: it would never go high enough. Good concept, but not so good of an execution.
Obviously the controls are a bit broken. Sometimes the flying birds would fly with reversed controls and sometimes they wouldn't. As the kiwi, jumping stopped sideways motion so it was hard to jump right, and there was a delay on motion in the Kiwi.
Despite all that, I love the art style and the map. I think with a bit more time this could be great game. Well done for the time you had ;P
Very nice graphics, and it was a lot of fun to try and build a tower just to have it all topple over :)
It is an interesting idea, but it is a little bit weird for rocks to "knock" rather than harm what they hit, especially when it is much larger than the rock :) The crafting is cool, but not immediately noticeable or understandable. With a little more polishing it could be really awesome!
It was very difficult to move around and keep raining all the mice. Additionally, the black color initially made me think that I needed to kill them, and primary fire did that. It wasn't until about half-way that I realized they were helping build the pyramid. I would try and make the hitboxes larger and color the mice differently.
Very interesting idea though!
The motion feels a little too fast, and it's hard to time the buttons precisely due to this. Otherwise, I like the concept.
Interesting concept, but the way that the rocks are shaped makes it difficult to predict movements -- I usually have to run one attempt without any bones to see where I need to place them. Additionally, it isn't clear that you can hit "play" again to reset -- perhaps have the text change after it starts going?