Foon → Ludum Dare Explorer → Users → Krobill
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 24 | Evolution | [0-Evo] | compo | 122 | 3.49 | 3.06 | 3.50 | 3.96 | 4.17 | 3.10 | 1.62 | 2.95 | 53 |
One of the most fun mechanics, i've played so far... and quite well executed. Good job! ^^
Nice gameplay, tight controls, polished visuals. Pretty nice result overall! Maybe some collision detection problems with enemy bullets ? not sure though...
Hard to get the hang of the babies behavior but definitely +1 for the mouth-made soundtrack :D
Nice variation on the Osmos gameplay.
I very much enjoyed the adventure part and less the survival final. Anyway, nice work for a 48h compo.
Off to a good start! ^^
Nice game you've got here.
@csanyk : thanks ! Yeah I know about the possible workarounds to win some levels but I didn't have enough juice left to make the necessary tests and balancing to avoid this. Moreover, if you want to achieve the best overall time, this is definitely not the optimal way ^^
@ncannasse : thanks nicolas ^^
Thanks for the feedback. I've tried time limits and game over conditions but in the small amount of time that I had reserved for game balancing, I didn't manage to come up with something. It felt either way too easy or for far too punishing. The random nature of some behaviors made it also difficult to select a time limit on short levels and I wanted short levels...
I'll admit that I skipped the restart level feature by a pure act of lazyness. Had plenty of time to do that one and some more but I had reached my it-feels-more-like-work-than-fun-to-do limit ^^
I guess I'll try to use this game as a personal training for touch interfaces for which I have little experience. I'll be sure to add all the interesting feedback, I got here!
Visual and sound productions are nice. Gameplay lacks a lot of visual feeback like screen shakes when you're hit or you kill bats. Collision detection could also be A LOT MORE forgiving ^^ Nice work anyway !
I'm an ikaruga fan so this speaks to me in a good way ^^ Sadly color baddies can spawn waaaaaaaaay too close from you for the game to be anything else but mostly random.
Really nice shooter, a genre I'm very familiar with because my work for the last year has been to create one. Here's my 2 cents if you're interested :
- the phase with no shooting enemies is a bit too long, even more so when it's not your first run
- the 'avoid cursor' enemies could do with some kind of inertia and max speed on their rotation movement around you. It feels 'off' to have things that move with the speed of your mouse.
- I would have liked a LOT more bullets to dodge and a lot less firepower for the hardcore mode at least
- And there's the autofire... though the autofire does not have necessarily to shoot as fast as a frantic player. That's a way to reward motivated players ;)
Anyway... all in all, an impressive work for a 48h compo so 5 stars for me.
Interesting concept. I just wish you could feel a little more the effect of some choices.
Fun to play despite the overly complicated controls... and what's more important than that ? ^^
This definitely speaks to the scientist in me ^^
Well done!
Yet another impressive game from Bordeaux... Amazing work.
Cute. Very neat job for a 3D project in 48 hours.
Amazing execution. Great potential for a cool game but more of an interactive experience for now ^^
The begining of something with potential.
As usual, awesome production value.