Gundemonium by AkirAssasin 2021-05-09T06:36:31Z
I averaged getting to room 8 most of the time. I really like the idea and the overall presentation. It's pretty hard though. Maybe too hard? I can't say for sure, but I still had fun either way.
Foon → Ludum Dare Explorer → Users → liero116
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Cyber Monsters | jam | 702 | 3.63 | 3.66 | 2.86 | 1.91 | 3.98 | 3.80 | 1.86 | 3.33 |
I averaged getting to room 8 most of the time. I really like the idea and the overall presentation. It's pretty hard though. Maybe too hard? I can't say for sure, but I still had fun either way.
I'm impressed that you found a way to pack so much content into this game in such a short period of time. Some of the missions (like the race mission) felt a little unclear, but overall I am impressed.
Visually I like the simplicity of it, but some of the visuals clash with others by being a bit more detailed than others.
I would actually want to see a full game of this.
It's a very clever game. A lot of very interesting tech went into making this. I personally found it hard to consistently judge my ability to jump of obstacles, but maybe that's intentional?
I greatly appreciate this entry if only for how clever it is.
I thought this was great. My only 2 issues are that I wish I could move and shoot at the same time and the first time you enter the door and it exploded didn't feel too fair. Granted you can respawn immediately, but it took me more times than I'm willing to admit to be able to read the text on what to do.
This was a great game. I found it more fun to ignore enemies and not try to fight them. I'm playing on controller and found it a little awkward to fight. Maybe its because the enemies are just as fast as you so getting the proper space to safely engage was usually difficult.
Side note: I love character controllers that have a bit of leniency allowing you to still jump even though you just walked off a ledge a bit. It always feels great.
A very unique interpretation of the theme for sure. Well done!
I really like the look of it and the controls feel great. I had to read your explanation to fully understand how it's meant to be played. A bit more in-game explanation would help tie things together, but otherwise I did enjoy myself.
It's well done I think. I have a really hard time with games like this. It looks great and it seems like it works how it should.
The camera made it very difficult for me to keep track of what was going on. I think you nailed the art style you were going for though
This is brilliant. My favorite submission so far.
You really did a great job making a very fun and challenging game with only one attack button.
Incredible work
Definitely a fun idea. I had some trouble with the controls though. Quite a bit of air control for my taste. Still I did enjoy myself quite a bit. Well done!
I don't usually play puzzle platformers like this, but I definitely enjoyed this one a lot. The first puzzle that required me to wrap the cable around a stone was a great "AHA" moment.
Well done!
This was amazing. This could easily be a full game with a bit more polish. The only real things that stand out to me are that having some more visual feedback to destroying blocks and hitting enemies would be nice.
Ok this was great. Aiming felt pretty nice and the weapons also felt pretty good.
Audio was a big problem for me though. At the very least it would be nice to have the enemies emit some sort of sound so players could locate them based on sound alone. Even a simple drone would be nice. As it is, the only way to locate them is if they are firing (at which point it might be too late). The large blue enemies are big issues for this since they dont fire anything and just deal damage if you are too close.
This is kind of minor, but the guns don't auto reload when you run out of ammo. I found this a little annoying, but not a big deal. I kind of wonder if infinite ammo would break the game, but I don't know for sure either way.
Best FPS I've played all Jam though. Well done!
I found this to be a really well put together game. While it's not exactly something I play typically or am very good at, I enjoyed it.
I had a very hard time getting used to a lack of air control and the controls overall took me a very long time to get used to. I think other people wont have issues, but I did.
Kind of a nit pick too; I wish the music was on all the time. It fading out when you go underground wasn't my favorite
I really like the idea here. My only complaints are that it takes too many hits to kill. I feel like 1 should be enough. Also aiming when infecting a gunner is pretty tough.
Everything looks and feels great (mostly).
I experienced a bit of input lag, but maybe that was a WebGL issue.
Gameplay-wise, I kept wanting to shoot teeth to land on enemies. That might add a bit more depth to the combat. Also maybe an actual aiming reticle instead of just the mouse cursor?
Other than that, excellent game!
I'm surprised you were able to get this much done just for a game jam. Well done!
The aiming was very sensitive for me and it felt like the game relied a bit too much on the slow mo feature. I enjoyed it though. I think the idea is a great idea that could really be a great full game.
I really liked the look of the game. The combat felt good at times, but also felt a little mashy for me. For a 72 hour amount of time, what you accomplished is remarkable though. I really think that a bit of polish could take this really far.
This is alarmingly fun. 20210507_210433_firefox_70799530.png
I played this for way longer than I expected to.
My only wish is it had full controller support. I was able to steer with my left hand and press keys with my right so no big deal. I still thoroughly enjoyed this entry.
It's a simple game as you described. For what it is, it's well put together.
I really enjoyed this a lot. I've played similar games to this, but still found this to be executed very well. If I had a tiny thing to say is the destructable blocks might take a couple hits too many, but that's a pretty nit picky remark to be honest.
I spent way too much time trying to figure out how to ascend, but clearly you aren't meant to.
It was an excellent game that felt very well thought out. The actual means of getting the grappling hook to connect took me a bit to get used to, but once I did, it started to feel really good. Well done!
The presentation is pretty decent actually. I had high hopes for this, but going in the controls were difficult. I think adding an aiming reticle could have helped quite a bit.
I enjoyed the game, but it took me quite a while to understand what I was doing. There's a lack of feedback when repairing and it can sometimes be hard to tell what section of the ship is actually damaged.
I'm glad you at least got something out! It looks like this could have been something fun. I hope you continue with it in the future.
I feel like this could be a really fun game, but when I joined there wasn't anyone else playing.
I also question the decision to make every action on one button. I just ran around for a while trying to get a feel of the game and I frequently had trouble getting it to jump when I wanted to. Additionally the jump height is very unpredictable. Maybe there is some level of skill to it I don't understand.
The camera was also kind of a problem here. I would argue that it might be better to just layout levels with a fixed camera so players never have to mess with it at all. This is probably subjective though.
Ultimately I like the idea. I actually think there s a lot of potential here. A highly polished and responsive character controller would have me playing this again.
@duck-reaction Thanks! I do agree with you on some of the animations. Definitely wish we had more time to really polish those.
@pedro-henrique-cesar We spen the vast majority of our time on art. Luckily the engine we used is very flexible and doesn't require much programming to get off the ground.
@aquasheep3000 I think the soundtrack is our favorite part of the game! Thank you very much!
@francisco-lucas Yes needing a controller is a limitation we didn't really expect to be much of an issue, but it definitely is. We'll make sure to include keyboard support on our next jam.
@mattwoelk Glad you enjoyed it and were able to complete it!
@andrewdavidj Thank you very much!
@arturgiardi I can definitely understand this. The fight can definitely feel a bit long at times. Thanks for letting us know!
@celtico I think this is a fair point. This is our first jam and while we read that using whatever codebase you like is OK, we'll likely start more from scratch next time. Also yes the application of the theme is a bit of a stretch. We tried to push this more than we probably needed to.
@thesyntheticbrain Oh there are so many things we wanted to really polish, but just couldn't This was our first game jam and we probably crammed more features into this than we needed. I am curious about the game's performance. By any chance, could you let us know your system's specs?
@dan-mcalister Thank you very much! It's not as clear as it could be, but the other skills are very good at high damage or helping extend combos longer if that helps at all. Ideally a more detailed tutorial would explain this better.