OmniDrone by OriginalBigDan 2016-04-24T22:03:00
There were some small problems with tank movement, because sometimes you could just run into an invisible wall close to the centre of the battlefield.
Foon → Ludum Dare Explorer → Users → magzh
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Space Scavenger | jam | 1661 | 3.30 | 3.15 | 2.85 | 3.55 | 3.17 | 2.44 | 2.15 | 2.81 | |
| 2016 | 35 | Shapeshift | Spy Game | compo | 913 | 2.42 | 2.10 | 2.82 | 3.24 | 2.71 | 2.71 | 2.10 | 2.47 | 42 |
There were some small problems with tank movement, because sometimes you could just run into an invisible wall close to the centre of the battlefield.
I really liked the art and the game felt good overall.
The only issue, I had is the distance required to transform into a box, which was especially a problem in the last level, coz you had to come up to a box and sometimes you could push the box out of transform range before you could transform.
ohh wow. Now, this entry is amazing.
Fantastic game and the controls felt very natural throughout all levels and music rhythms. Haven't played on hard, as I am not great at rhythm games, but on normal difficulty last song allowed you to just spam commands, as whatever health you lost due to incorrect input was easily negated by increase in health after randomly getting in the rhythm. Maybe the penalty for getting the wrong input could block further input for a short period of time.
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This was a fun game and I particularly liked the artstyle here. Graphically everything just clicked together. The audio cues for everything happening on the screen were also on point. The only problem with gameplay was that at quite a few points, you could've had 2 or sometimes even 3 hazards occurring at the same time, which is impossible to defend (but maybe that was the point). Got a highscore of 170.9, which ended due to getting hit by everything at the same time.
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Yes feed these monopoly players to the plant!
This was a fun game. I liked the flavour text for each person, but it did get repetitive after some time. This was a unique approach to resource management, as you try to balance out the weight and popularity. The UI could've had a small improvement, two turn limit for each person could've been visually shown (maybe by slightly changing the button's colour) so that player won't have to remember who stayed for a full turn.
@quichi Thanks for the feedback.
There is a difficulty manager, that we thought to be working, but it might have a bug. At least during our testing phase, it increased asteroid speed and their frequency.
Thanks for the complements on the art. I haven't done pixel art in quite some time, so I wasn't sure how it will work out, but it turned better than expected.
Yeah, I agree on the UI. I wasn't sure as more icons would make it even more cluttered and it already takes a lot of space. I probably should add what each upgrade does to the game description.
Here is the list of all upgrades:
Hull decreases damage dealt to all components.
Shield decreases damage dealt to itself.
Engine improves horizontal acceleration.
Thrusters improve vertical acceleration.
Oxygen decreases depletion rate of the oxygen.
Railgun decreases cooldown for the gun. (Cooldown is indicated by the bottom left bullet icon)
Audio could've been better, but I am still learning how to use Bxfr and Audacity.
Again, thanks for the feedback.
@rrsmtz the UI definitely needed more explanation to it.
This also reminds me that I forgot to add this to the control explanation:
Pressing 'space bar' slows down time, so that you can pick the upgrades/repairs.
Thanks for the feedback.
Posted a bugfix to the difficulty manager as 1.1 version.
This was a great jam entry. The atmosphere blew me away. The game didn't launch properly on Chrome at first though, so I had to use Firefox to launch it. For some reason on Chrome, most of the art assets did not load and the only part that loaded was background. Highscore of 20345.
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Ou good thing that I checked this page again. Gave you the graphics rating.
The game had a great concept, but after understanding the mechanics it was very easy to min-max the optimal solution to the puzzle that the game provided. The UI was neat and stylised, but it could've had some improvements to help with general usability and clarity. You had to click on infantry centre and supplies centre every day just to check how much you currently have to spare. This information could've been constantly available on the unused parts of the screen.
Overall, this game needed a bit more polish and a few more mechanics for it to be a great submission, but I liked it for the atmosphere it provided and the general idea behind it. Thematically this game was awesome.
Liberte! Finally got a win on my 4th attempt.
That was an awesome resource management simulator. The whole system was a bit confusing on the first playthrough, but after I got how UI worked it got much easier and more enjoyable. The only complaint is that having fully filled star or weapons isn't enough to get a victory as apparently max amount of resources isn't capped, and you need a bit more than max to have enough for the whole revolution.
Good job on finishing a game. A tip for the future game jam would be to focus more on the gameplay loop itself. Building stuff like the main menu and instruction screen isn't necessary and only should be done after the gameplay loop is done.
As other people said, I also liked the graphics and audio design, but the point of the general gameplay loop wasn't as clear. I tried lighting up different lamp posts, different number of them, wait for some time, but nevertheless I always got a gameover either by using too much of fairy light or after reaching the bush.
I liked the general idea behind it, a real time strategy game where you are playing against the clock is a unique approach to this genre and this was a good implementation of this idea.
There are a few things that could've been polished a bit more though. Strategy games require precise and quick ways to control your units. Most of the buttons could've been delegated to keyboard shortcuts. An easy way to show which buttons could've been by showing the button on the icon, eg: having an 'm' in the icon for mining and make it the shortcut for that. The ship movement controls could've been transferred to mouse right click, as it is clunky to click on move command and then click again on the map where you want it to go.
I liked the notification system, but it also could've been simplified to decrease the number of clicks required to go through it. Right now you need to click on the notification and then click again to dismiss it. What could've been done instead is to make notification appear when you hover your mouse over the notification, and then clicking on it dismisses it. This way you would half the amount of clicks needed.
Overall, this was an impressive game to be made in just 48 hours and if you had some more time to polish the controls it would've been a great enjoyable game to play.