Ludzilla by highlyinteractive 2015-08-24T15:38:00
Music was great. Also good game. ;)
Foon → Ludum Dare Explorer → Users → komilll
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Ancient Drone | jam | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | Slaying Runner from Ninjanation | compo | 954 | 2.27 | 2.30 | 1.82 | 3.22 | 1.59 | 1.90 | 2.05 | 2.00 | 46 | |
| 2015 | 33 | You are the Monster | Fez propably ate my princess | compo | 619 | 2.96 | 2.70 | 2.43 | 2.96 | 2.54 | 2.42 | 2.50 | 45 |
Music was great. Also good game. ;)
Fighting system, graphics, music and movement with physics works awesome. If it'll made as hard platformer with enemies that would be very good imo. ;)
That's a really great idea, but unfornutelly even after ~20 tries I didn't manage to escape the prison.
There was a great idea but I think the project needs polishing. You can't starve or die from no rest. Also there is many posibilities for jokes and comedy.
At first I wanted to make it a normal double jump mechanic but it turned out this way. I've adjusted gravity and thought double jump in this way could be good.
Thanks for a great game. I think that messages should be clickable to skip them and should dissapear faster but overall that's a good job.
That's cool Minecraft wannabe, but I feel like it lacks of tutorial e.g. when I crafted torch I didn't know how to get it in my hand. Nothing happened after pressing use and if I wanted to make bow with recipe it didn't work. Also sound effect of hitting something is too harsh and anoying. After few presses it already rings in your head and make it hurt. Let's try more smooth and calm sfx next time.
I like the way of exploration but gameplay lacks of goal and input needs improvemtn. How about switching items by pressing hotkeys 1-9 like it was made in Minecraft? Openning interface and pressing hammer to dig crystals every time is a bit annoying, espacially when you can't fight with it or open the doors with hammer in your hand. The better way to do it, is by choosing your current equipment (e.g. hammer) and fight, openning doors and picking crystal by movement --> WSAD. It's more intuitive and less frustraiting for players who won't have to open/close inventory each time he want to do anything. Also adding system of fighting could improve gameplay and procedurally generated world is the way to increase gameplay length.
I found some glitches when player is jumping near wall. He's stacking on it until you press space again to jump, or stop moving in wall direction. The abysses were awful because I thought it's only different tile of ground when I suddenly have fallen and died. You should always show some spikes and abyss to let player know it's dangerous to fall there. Also controls are too close to themselves. Instead of using A - D for horizontal movement, using arrows to move horizontally and jumping would be a great help.
There is also bug with triple-quadra jump in air. I rushed through whole level jumping on guards and I didn't have to fight any of them. Also boss is using thunderbolt which has unlimited collider. I could run from it even when using quadra jump or block it with shield. Overall this game has pretty nice art style, but I definately had no fun playing it because of too many bugs and weak design.
That's really fun concept. Shaking from to make bomb from it is really impresive. Controls are intuitive and well done. I can say no more because it's funny and nice game. Maybe adding some sound/music would be nice.
Really great game. That would be an amazing mobile game.
It's kinda interesting experimental demo but it was boring after 2 minutes without any goal.
It feels like typical FPS mission with artilery. It reminded me old good shooters. 3D graphics isn't the best part of this game. Models are simple, but terrain textures are a bit ugly and distracting. Animation of splashing water is pretty weak and if I remind correctly - ships aren't fully sinking but dissapearing a moment before they sank. First levels were good introduction in ship types but they were a bit too long and with only way path it was boring. Two last levels were much more better because they were difficult, paths were unpredictable and different kinds of ships were used.
It's good concept but I found it better on mobile platforms. After polishing and adding some new levels and mechanics that would be good mobile game. The only con for me is not clear rules about beating level.
Waiting for platforms is fun killer. They aren't connected so player has to wait until perfect moment which can be ~3-4 loops of platforms. It's very frustrating because it's not player fault and it's not justified in any way by game. The whole concept is ok, but you should add sprite/animation for jumping instead of using last frame of walking. Also some HUD with counting collected clocks would be nice.
Don't get me wrong, but it's just another top-down sword swinger. It lacks of tactic, more options and interesting enemies. Of course there is dash but it consumes too much energy and have no battle meaning. It's good option for faster walking but has no value in fight. The basic mechanic is just too poor and boring because you can't come with any tactic when swinging sword with just one button in the same way.
It isn't new idea, just another puzzle game for mobile. But it's so good developed, involving music, graphic and background sound that it may be easily sold as mobile game. I'm amazed that you've done that much in 3 days.
Art style is amazing. I really like hand drawn graphics. HUD and character design are very climatic. Also there is few games with mechanic of older weapons which are using gunpowder. The major problem is level design. Almost every enemy with weapon has 100% chance to hit you becauase you have to move at his level to damage him. You cannot shoot in air and jumping to bait enemy won't work because enemy is triggered on very short distance so you're always getting damage. That's a shame you have not music or sfx in background like jumping, shooting or wind.
I got stuck on 2nd level for about 2-3 minutes. It isn't logical at all that I have to go down especially when you have path above and if I felt, then every one of them (not counting the first one) was telling me to press "R" to reset level. It may be ok level design but not for second level, it would be ok if player already know the game and have to think about harder puzzles. Also there are few graphics glitches where grass is showing on and off.
Sorry but I'm done on 3rd level. I'm feeling like it's too difficult and that as a player I'm your enemy. I have to be perfect since the very first levels. Of course some old platformers were a bit hardcore like that but there were always easier levels on start, introducing player to the game but here from the start I'm feeling frustrated. Maybe I'm not the target of this game, sorry.
AI isn't really hard. 1 vs 5 isn't so hard, but I think that playing it with friends would be better. Also if you're looking to improve your game, look at Fistful of Gun, it may be nice inspiration for you. I really liked pixelart. Gameplay is a bit too simple and improving it with some classes would be nice.
It's fine game but I couldn't feel perspective. It was hard to tell where to stand to hit enemy. Also kinda boring by limiting gameplay to one attack.
The concept isn't really innovative because it's another clone of Angry Birds and I think it's kinda bad. First of, the arrow physics was bad because it wasn't rotating and almost always was staying horizontal. Also level design wasn't interesting because there wasn't many option. You could only use brute force and spamming arrows on wall to finish level. Also unlimited arrows is boring mechanic because there is no challange in game at all.
Pretty easy and enjoyable level design. Also great theme and nice platformer feeling. I think that adding some checkpoints after every craft would be nice, but overall I had fun.
The controls are pretty hard to remember and since they're crucial for gameplay because even one bad move means death. I found it pretty bad that the greatest enemy in this game is controls. Also intro after every dead and start is unnecessary. Skipping it would be nice. It's nice puzzle concept with very pretty graphics but lack of clear controls is too frustrating for me.
Game concept is great, espacially if it was polished and improved with more units and building. My only problem is that until I've read comments/description I didn't really get the game (right click) so I didn't know what to intuitively do. Also I think that your choices should have more impact. I didn't feel like texts I've read and chosen an option does matter at all. Overall that's nice concept but only this, it needs a lot of improvments but might be great.
I've read about units details (as fuel for tanks) after completing the campaign. It should be included in game because I thought that game bugged especially when one tank blocked between two fields in mid-way. I can imagine that balance of RTS or turn-based strategy is pretty hard but you should make interface more clear. As a player I don't really know versus which unit I can stand against to win. Also the ruins system isn't that clear. When tanks run out of fuel and the units get out of it, I cannot make new tank with them by standing on field with technology. Is it bug, is it planned, I cannot know because the gameplay isn't as clear as it should be. The concept is nice but it lacks of polishing and making it easier to understand.
It's retro feeling of arcade games but I have issue with input in this game. I don't like the idea that you're shooting in the direction that you've last moved in. I think that player should always shoot on the left because that's where enemy spawns. When I was moving up and down, I have to always move one tile to the left to shoot in correct direction. It's a bit annoying and I don't really know if it's bug or you wanted this kind of controls. However ascetic graphics and 8-bit sfx with arcade gameplay were enough for me to have some fun. Good job.
That's a great amount of music and graphics assets. I'm kinda interest, which program have you used for generating sfx of fireworks? Artwork and customer orders are nice and humorous but I felt like there was no goal. Of course it was funny when I got critized for making too calm fireworks when client wanted some metal music, but I think making enough points to continue game might make it more interesting and challanging.
That's definately interesting and funny concept. Art and music are both great. Game idea is nice but it took me time to figure that if I use both A and F key I can fly higher when using wings.
I really liked music and sfx. Espacially when you were blowing in microphone making "fire sound". It's not amazing game at all but it's impresive creativity and art-style is bad in good meaning. It's bad on purpose and it makes this game pretty funny.
It lacks of balance and needs more polishing. There are some bugs like giving back HP to soldiers or infinite number of spawned soldiers. Also kinda laggy. However good job and good luck with next game jams.
There is a bug that you can trigger animation of slime as long as you're throwing stones at him. So instead of triggering animation and dieing after 3 shots, he's starting animation over and over until you stop throwing stones at him.
The concept is very good. You should definately try to polish this game with items, bosses and more enemies because it may be really nice roguelike.
Concept is simple but gives a lot of fun. It's good puzzle games with pretty graphics and sound. I got maximum 900 points and since I'm no good with puzzle games I thought that's enough playing. Some chart with combinations would be nice, maybe a bit ruining fun from exploring new combinations, but very helpful for casual players like me.
It's definately too simple but it's understandable for compo game. However I'm amazed with amount of assets you've used and inventory system. I was fighting through first ~10 levels but then I rushed toward 30th but there was no boss or anything unexpectful. However I had some fun with this Diablo-like. 2D hack 'n slash would be great since there isn't many of them currently.
I know hack 'n slash is based on isometric 2D but I mean some indie pixel-arted hack 'n slash.
That's a new concept to snake-like game. However sometimes occured bug that no new jewel showed and I had to kill myself. Music in background is calm and nice but sound of movement is a bit too noisy and harsh for me. It's good prototype but I think it needs improve like more collectibles on map and various levels.
I think this game is hardly unbalanced. Of course it's game jam so you have limited time to balance everything so I understand it. But it's more like "find best combination and watch things happening". I think that medics are totally useless because if you want to get your villigers back you just need 10 food. So best method was getting ~3-4 fighters, and the rest 4-5 houses spend for food or science. If you have too few people you're increasing food houses and if you have full people you invest in science. Of course you can go for 3 sword, 1 science, 4 food and do nothing until the end of the game. The concept isn't bad, but it needs a lot of polishing and balance. Espacially becauase each era means nothing for player. Instead of making unnecessary assets, you should focus on core gameplay.
That's cool Minecraft wannabe, but I feel like it lacks of tutorial e.g. when I crafted torch I didn't know how to get it in my hand. Nothing happened after pressing use and if I wanted to make bow with recipe it didn't work. Also sound effect of hitting something is too harsh and anoying. After few presses it already rings in your head and make it hurt. Let's try more smooth and calm sfx next time.
I'm sorry, above feedback was for another game I mistood with yours.
It's impressive that you've done it on your own engine with C++ SMFL, so in terms of engineering I found that pretty cool. However game itself have pretty hard to watch graphics. That 8bit environment isn't pleasant to watch at and game mechanics itself aren't anything new. However the atmosphere and shadows with perspective are well done.
It's pretty nice technology demo but it can't be rated as game. Since you've done everything by yourself I think it looks amazing but that's a shame you haven't time or/and idea to any gameplay.
It's definately a great way to learn 3D but as a game I found it boring. The basic mechanic is to go to deer and press "Attack" until it dies. I guess you spend some time for randomizing damage and polishing battle but I think it's impossible to do in ~3 game jam days. The graphics are ok but you shouldn't show player "blue Unity space". How about making fence around the gameplay field with trees and add some more ground and trees behind it to make player feel that world is bigger than he think but he just can't access it. Also player animation of movement is like walking in the air or playing on ice. Moving player is not connected with its animation so it looks kinda funny. Victory animation was great though.
Summary: game lacks of survival and battle strategies and environment design. However I believe it was fun to learn more about 3D so keep going. =)
There is no need to tutorial, just jump into it and have fun. With more levels that would be great mobile game.
I don't really know the purpose of this game. Ok, you're exploring world and getting resources for your village but overall you're just walking from forest to stone and so on and just pressing LMB to get more resources. It may be base for some kind of survival game with crafting system but for this moment I don't find it fun to play.
@gassasin
@facelesstheone
The input was put into FixedUpdate in player controller and that's the reason for not responsive controls. Since there wasn't much time we couldn't rebuild it but we're aware that it may be anoying.
@Recursiveanomaly
There is sound of blowing wind from the very start of the game. Maybe you've switched off sound or some bug occured.
Simple game, but personally I found it too simple and a bit too hard. There is only one mechanic so it gets boring after some time. Also it's pretty hard to get score higher than 50-60 points. Sometimes 3 or so "shields" spawn one after another and it's the moment you're basically done. It's a bit unbalanced but overall it's pretty nice game.
You should always tell player why is he dieing. Jumping in the hole with sand shouldn't be a reason of death because player couldn't know it's dangerous. Some spikes or abyss would be easier to understand. Also I don't really know if you wanted to do this but when player is jumping, he's much faster than walking. Also in second level where you're running away from guard, you have to use jump to move because walking is too slow. In the same level there is 3 tiles abyss where you have to do perfect jumps from last pixel to get stuck on last first pixel of another tile. I really like demanding games but I think it needs too big perfection for me. However I had some fun. Kinda shame that this game is so short because I'd like to see more time traveling.
Good music and pretty nice animation. Player has only animation of moving but I understand it on gamejam. I think it's a bit too much challanging since even Contra wasn't that hard through first levels. Also hitbox of mid-air bomb is imo too big. However that's pretty nice arcade game.
That's really nice concept. I'm not sure if time manipulation was already involved in text-based games. Text-based games are still niche but with this idea and good writting you may really broke through Steam Greenlight. Good luck and keep polishing the idea.