Firepower by akai_0okami 2017-08-06T16:26:14Z
I think timing needs more work. It takes considerable time "for stars to align", and with almost no margin at running and flying this multiplies by a huge number of attempts.
Foon → Ludum Dare Explorer → Users → Librorumque64
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Cauliflower Power | compo | 243 | 3.55 | 3.30 | 3.00 | 3.30 | 4.14 | 3.33 | 3.33 | ||
| 2017 | 39 | Running out of Power | 👥 | Flicker | jam | 334 | 3.48 | 2.79 | 3.47 | 3.44 | 4.02 | 3.97 | 2.00 | 4.00 |
I think timing needs more work. It takes considerable time "for stars to align", and with almost no margin at running and flying this multiplies by a huge number of attempts.
Nothing beats messing with the other person's phone. I missed flash games so much! That's a great approach to the theme - almost every game did something similar, yet here it feels natural. My only complaint is that there's no sound :<
A neat little game that teaches us of the futile efforts and inevitable failure. "RC car" controls become a serious challenge when the lights are turned off. Atmosphere for some reason didn't hook me.
It's a really well polished game. Graphics are probably the best take on "lo poly" style I've ever seen. Music sounds nice but those scratches are so horrific I had to mute the sound. Also, please next time use the name of the game in the file name, or something else to identify it among dozens of similar downloads.
Graphics, and UI in particular are the work of art. They look great and actually give retro vibe, more than just "vintage" oversized pixels. Sound complements it nicely. Level design and balance need polishing, but that's somewhat expected from a game made in two days.
Audio is very nice, and the ending is beautiful, I really liked it
This feels like playing an arcade machine. Well-paced gameplay quickly sucked me in. Art and music are stylish and technical. Overall it's a skilfully designed game, and for me it outshines the lack of originality. My only complaint is that the window is too tall for my screen height of 768px.
Found someone who doesn't scale pixels! 5/5 for graphics.
I wish there was a build for 64-bit linux too. Love the screenshots ;)
If it didn't end, I'd play it forever.
Puzzles are solid 10/10. Sound effect for jumps was quite annoying. I'd also rather see the whole level right away instead of wasting first few attempts to do so.
Very good overall, but I can't resist from nitpicking a little.
First, character controls feel a bit stiff to me (maybe web version has input lag?) - too often I couldn't walk in the direction I wanted to. Sometimes a little inertia can make things more challenging, but this time having separate controls for the character and cursor would be enough.
Second, next time you make art, try thinking of contrast and readability before adding details. Even if you're going for gritty new-school style, it's always better to keep important things stand out and keep them visually as a single entity when it makes sense.
While it is interesting and innovative, it was very easy to win. Maybe, should change constants a little, it would be more fun to play
It's disappointingly hard to kill 25,000 people with 100's tornados.
Kudos for a different approach to the theme and mechanics. Most entries of those I've seen so far go with more or less the same thing. I also love that you went with a complete story, not just a premise. Sometimes it felt like you were trying too hard with comedy, and sometimes it made me chuckle. I've stayed till the end and don't regret it.
edit: forgot to mention that it barely fits 1366x768px screen, had to hide the taskbar.
I knew I must play this as soon as I saw the title. Wonderful concept and execution, great job on those field effects. I don't mind graphics being simple, however next time I'd suggest not using RGB pure blue with black, it's too dark.
By the way, Linux build doesn't use bundled .so's, and I was somewhat confused by .exe extension.
I dig the art style and music and music once more. This said, performance could be much better for a 2D game. Hope you'll make a post jam version.
The story is a nice touch. For me time playing was <= time spent on watching the menu animations. I stopped playing at level 14 (60% in the menu) because for some reason level 15 doesn't start :(
I like the slooowly approaching enemies. Balance isn't that bad -- not great, but not critically bad -- but it was hard to tell when waves start/end. However I don't think TD/Shooter mashup is uncommon.
Agree with previous commentators it's a well made game. Although I've got one little complaint. It could be more clear that "x" is a "menu" button, not "back". I pressed it without thinking several times in peek/info mode because it feels like it returns back to sliding. Even after I've done it a few times, my hand still moved on its own.
I've got mixed feelings. On the one hand, it's amazing idea. You've made two different mechanics work together. On the other hand, the game isn't very exciting. For example I like how levels utilize different approaches, but at the same time they're a bit too "proof of concept".
For some reason I get victory message just by clicking somewhere on the second playthrough. There are few things that aren't great, but there's also one that is just right, it's audio. It'd be nice if it was possible to loose, or something else to spice things up.
You've gotten better at pixelling. Dancing zombies are so happy :) I'm not sure what I'm supposed to do in the game. After switching the traffic light zombies run away and I got a lot of points. I also figured how to stop cars with cones. Maybe you can add some instructions to the description.
I think the cone placement became more intuitive without needing to pick them up first. I can't keep up with other zombies anymore, guess I'm a bad traffic cop :| I also somehow lost without anyone being hit by the car: https://imgur.com/a/nyj8hji. The new menu design is pretty cool.
@Eiyeron AAAAAAAAAAA. I accidentally removed the victory check along with debugging code at the very last moment. Now it's fixed. Thanks a lot!
That's not a coincidence! Plan A was Poker-mon. On day 2 I began to overanalyze and scraped that idea :neutral_face: . That's also why there's that dialog box. I ran out of time for audio unfortunately. I will surely add it before uploading it to SURF catalog.
Fun mini-game, impressive amount of writing. I think you've made a great core that can become an amazing game after some post-jam work on appearance.
Seems that sometimes requests, quest text and the goal don't match up, but I'm not quite sure.
Nice music. Can you please add instructions? I can't figure it out :(
Really good.
I like the dual approach to the theme: a combination of music genres, and a combination of real-time strategy with wrestling. Playing was rather fun when I figured out what's going on, but I felt like the match could last a little longer. Maybe make several rounds "set list"?
A solid game, but it could be a bit faster.
Nice backstage tour. One shot kill mechanic seemed a bit strange to me but the everything else is nice and polished.
I like the synergy between art and music. I think the racing part could be more dynamic maybe? Now it's easier to do stop-aim-move cycle rather than steer. I only unlocked the first two plates though.