Its Time To Stop Running by tinykidtoo 2018-08-20T22:00:33Z
I really enjoyed the shooting feedback, especially the splatter effect!
Foon → Ludum Dare Explorer → Users → Kruemelkatze
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | 👥 | How to please a Dragon | jam | 583 | 3.39 | 2.89 | 3.00 | 3.55 | 3.89 | 3.30 | 3.31 | 3.07 |
I really enjoyed the shooting feedback, especially the splatter effect!
The game's theme is really nice! The shooting gameplay is a bit generic, but the extra actions make it feel fresh. :)
Wow, really nice game! At first I thought it's going to be a generic top down shooter, but the spear swinging mechanic makes it really interesting! The theme was also nicely included with those blob-mechanics!
A nice take on the theme! The audio made the game really feel claustrophopic! I personally found the levels to look a bit dull, maybe some decoration on the repeating inner tiles may help?
Nice game! The physics seems well done and I like the minimalistic 3d Graphics! Drowning in a limited space is also a great usage of the theme to be honest! =)
A really neat idea! I liked the mechanics (though it took me longer to grasp it than I would like to admit to admin), but the spawning of obstacles at each shot feels a bit weird. More often than not did I shoot in a clear direction and a planet spawned directly in front of me, stopping the shot.
Thanks for playing! Apart from shoveling, you have to strike a balance between looting stuff (which enrages the dragon) and not taking it. The dragon has an "Rage-o-Meter" (different Icons for an angry, balanced or friendly mood), which causes him to eat you, if you steal too much stuff from its pile.
On the other hand, you have to loot bigger shelves in order not to run out of space for gold. But one time or another, you'll run out of space. :)
We should have made these mechanics clearer in the game.
@riperieri Thanks for the critics! As others mentioned too, the balancing was a bit off. We should have steered the balancing more to the shoveling perspective, so that the player dies more often because of shoveling too slow instead of the lack of space.
The chance for getting shelf upgrades are already pseudorandom, though. The fuller your shelves, the higher the chance. But apparently, the rate was not well fittet. ;)
As others mentioned, it isn't quite straightforward, what you are supposed to do, even after reading the (new?) instructions. I know I have to fulfill the demands as being indicated by the bars, but I do not know how my tile placement affects them. :/
Still a very interesting idea!