Carefulzilla by glimaleite 2017-05-05T03:48:51Z
Cute little take on a game. I did get some lag when squashing a building, but that was the only downside.
Foon → Ludum Dare Explorer → Users → KnightOwl
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | M^3 (Moon Mining Manager) | jam | 648 | 2.88 | 2.50 | 3.33 | 3.54 | 2.75 | 1.86 | 2.15 | 2.54 |
Cute little take on a game. I did get some lag when squashing a building, but that was the only downside.
Very cool concept. It could use a fully integrated UI to control the experience and visually showcase what is going on between what you are seeing and hearing. Not to demean how science-cool the concept is, but this is something I could see becoming an addictive phone app for geeks of all disciplines.
Simple and playable. Not sure I like the seemingly random attacks, as it takes away from the strategy a bit. Losing 2 horses, a sword and a field full of cutters to a single horse... *sigh*
Nice bit of a twist having to move around 'rooms' to get to the goals. I could see this expanding into a series of puzzles, where this is 'round 1'. Other rounds would have progressively harder puzzles and interesting obstacles in the 'rooms'.
Very fun little experience. I see so much potential: multiplayer, additional enemies and even an entire campaign. Great job on this one.
Being splatted by falling food is a nice touch.
The fact that other comments are offering such positive constructive feedback is testament to how immediately addicting, fun, and engaging this game is. So simple, so intuitive, so good. Great job.
Lots of fun, but the hardcore geek in me would have like to have seen some signs of collision equations at work...
Overall, good.
Caught a UI position issue just after publish, nothing else was changed: https://drive.google.com/open?id=0B3fVYh5HS8XzRkQzTmV5MzNkUFE
This one is a bug fix found after the original submission but before the 'extended bonus'... It was only found after a longer play session. https://drive.google.com/open?id=0B3fVYh5HS8Xzb2lDeFgxY25BTWc
Duplicate...
Duplicate...
Duplicate... Consider this a feature request for a 'delete comment' button...
I agreed that the UI needs a lot of work from the 'jam' version and some instructions would be helpful. An updated version can be found on www.TauCetiLabs.com if you are interested. These were updates done after the 72 hours, so I didn't post it here.
I'll be taking this concept in a bit of a new direction going forward, meaning almost everything will be redeveloped. It will still stay true to the Geology and Material Science aspects, which I personally believe is the most promising result from this jam.
I agree completely that the UI is unfinished. This is my first jam and am unfamiliar with the rules concerning updates. Are updates allowed as long as the base gameplay remains unchanged? I do have a new version at TauCetiLabs.com that addresses most of the UI issues.
Thanks everyone for all the great feedback!
Interesting that you don't actually die when you get hit.
I'm a complete geek, so I would have liked to see calculated 'collisions' happening. Like when two objects collide, their resulting velocities are calculated by Newtonian equations.
https://en.wikipedia.org/wiki/Elastic_collision
scroll down to the "Two-dimensional collision with two moving objects" section
Props for making so many levels in 48 hours. Would have been nice to see more variety and gameplay, as it seemed like too many pieces did nearly the same thing. Fewer animals with more variety of needs could be more interesting. Also, moving to hexagonal spaces might have made for more possibilities with the puzzle design and better fit within the circular 'small world'. This concept has potential. You have potential.
I would second the mouse control comment, as the first thing I tried was drag-n-drop :stuck_out_tongue_closed_eyes: . It is very playable in its current state.
The feel of the game is spot on. Please DON'T add a 'health bar'. An additional visual cue when hit and to see how much health is left would be nice, but a bland health bar isn't the answer for this visual style. The smoke is a good start, but please explore more options. The smoke gets lost in the hail of bullets, so it is hard to know when you are damaged and the next hit will take you out. The game feels nice and twitchy as is.
That said... Any thoughts on adding buildings or other 'obstacles' to avoid?
Intuitive controls. Have you thought about porting this idea to mobile and have the game react to the current rotation of the phone?
I think it could be pretty cool to change the 'gravity direction' by rotating the phone around :-P
So... The character died in a train wreck??? Either that or the character is so delirious from hunger he is having strange dreams about picking up coins to feed a vending machines after falling asleep on a subway :stuck_out_tongue_closed_eyes:
Overall it is playable and the music/sound fit the eerie atmosphere. I'm not entirely sure how to categorize this in my mind. Judging it as a mood piece, it could use a bit more story. Judging it as a puzzler, it could have been more challenging. If it is trying to be both, having the puzzles rooted in the story would be cool. I think the lighting set the mood well and made good use of the Unity platform.
Progress is a little slow, but I do like the fact that the game progresses as you build up a stronger team.
I think it is very cool how the fast player movements is around a sphere. would be interesting to see: - different terrain heights - ducking under and jumping over arrows (both slow you down or something) - a dodge ability - a 'precognitive' arrow path flight so you can dodge - different enemy types (or maybe I just didn't get through enough rounds?) - a way to shoot arrows at higher velocities to put them in elliptical orbits (and cause more damage)
I hope you don't mind the laundry list, this game is fun overall.
Good simple bullet-dodging shooter. I did get it down to the point where I was able to perpetually survive with tons of pickups littering the ground. Without the enemies getting stronger/faster/varied the sessions can go on and on. Overall a functional experience.
It's a nice little shooter, but the unpredictable kills it at times, along with my ship... Rotating camera is interesting, but it needs to be a bit more smooth and predictable. Good overall.