Loot Drop by Snowdrama 2017-12-06T10:27:13Z ♥ 3
Beautiful looking game. You did much good work here!
Some constructive critisism (I hope). - The music is nice but doesn't really fit the mood of fighting a demon in a collapsing tower. - The controls feel somewhat unresponsive. This might be due to the physics you've used to move the character? - The character gets stuck on edges and walls and the ground check is not good. Some raycast checks are needed against walls and floor. - It's a really nice idea with the rotating tower, but I fell off the tower. The character slides further from the tower while running and snaps back in position only when stopping. You need to do the correction more often or use a different technique to keep the character in the right place. - The puzzles are nice, but I want more information so there is less trial and error. I would have liked to know the needed weight at the start of the level (not at the exit), the weight of each piece of loot before I pick it up, the current weight of my character and even the maximum weight to still clear a jump. This would enable me to plan my run. Maybe the ability to drop each loot piece individually could solve this.
The art is really nice. Congrats on a solid entry! :)
LD43 — Sacrifices must be made (1)
Elemental Storm by BenBurgh 2018-12-05T04:51:43Z ♥ 1
Good use of theme. I had to sacrifice a few elements to take out the boss. Removing instruments and colors after taking out elements is a nice touch.
For you next game I would advice you to work on gameplay feedback as there is not enough feedback from the game. Small things like audio clips when you shoot, deal damage, take damage and die would have given your game a big boost. More than once I got frustrated with my character when he stopped moving, but then realized I had died. You have sound effects for the bosses but nothing for the player. Taking and dealing damage are important events in the game, it should be clear when they happen.
The mix of 2D and 3D makes it really hard to tell what you can shoot. Destroying the player bullets on impact would make it clearer when you hit something with a hitbox.
You did a good job with the elements, they all require you to move in a different way while fighting them. Of the 4 elements I had the most trouble with Earth since the attack often appeared directly underneath me without warning. I got around the earth attack by moving in a square, but sometimes the flower would become really aggressive and run into me, dealing damage and killing me anyway. (The flower leaves the arena and follows you around if you die while fighting it, and I found that to be kinda cute to be honest. 😏 🌻)
I'm not sure if it's the intended behaviour, but if you aim in a different direction than you are moving, the bullet will not go straight towards the mousepointer. The bullets are also really slow. It made it really hard to deal damage to a boss while moving, and since all the bosses require you to dodge it got frustrating. Realizing I had to stop moving to deal damage helped but it felt really unintuitive.
The time you spent on secondary stuff like music tracks, color changes and the cutscene could have been spent on gameplay. It's ambitious to include all these things, but unfortunately I think gameplay suffered because of it.
Overall it's a decent entry. Good luck in the future! ✌️