Foon → Ludum Dare Explorer → Users → marcell-balog
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2019 | 45 | Start with nothing | Spirit Path | compo | Mood | 4.36 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Prophet | compo | 137 | 3.88 | 3.54 | 3.60 | 4.06 | 4.11 | 3.42 | 3.60 | |
| 2019 | 45 | Start with nothing | Spirit Path | compo | 46 | 3.95 | 3.58 | 3.56 | 3.56 | 4.14 | 3.56 | 4.36 |
@jedineeson Thank you for the feedback! I read through the rules, and saw that bug fixes are allowed, so as these were gamebreaking bugs, I felt like I need to fix them. Haven't add any features or such.
Ooh I really liked this one's theme. Great writing and design!
This game is on another level.
Such a nice art and music, very calming overall. Altought I don't really look at it as a game, it deserves the praise.
Wooow. I don't usually like to download games, but this one was definitely worth it. I can only say good things about it, the audio, artstyle, level design, smooth gameplay, putting the baby on the stove, I really liked all of it. Only, if it was longer...
Great, polished game! I can see the coding part being pretty difficult. I could skip the levels instead of restart (or was it an intentional feature?), but it was useful actually. :D
Wow, I didn't know games like this could exist here. Simple, but great idea and features, feels like a hub with friends. I wonder how long it will remain.
What a well put together game. I like the artstyle a lot, that's what hooked me in, and the gameplay is also chill and satisfying. You should advertise this game more!
I really like the cover art, and the graphics are nice too. It was creepy, when the first demon-like experiment lurked into the room. The game feels fluid, but the organs time felt a bit too fast for me maybe. The sounds and UI could be improved, but for a 1-man team this is already impressive. Nicely done!
What are these sounds XD Really fun game, with cute graphics and music, I can't say anything bad about it, solid 5.
I had fun with this game! Cool concept, and I can highlight the audio too, very fitting.
Thanks for the feedback!
@lees-pac Yeah, I had these thoughts too while developing, but I was just happy to finally sync up the animation with the move speed haha. I will adjust the numbers a bit, if it is allowed. And what kind of customization system did you think of?
@alexauragan I haven't experienced input lag yet, but I'll take a look.
I'm glad you liked it! :)
Edit: Considering that the player needs to be able catch up to the machine, and that I can't add more interactable features now, I will leave this pacing for the time being.
@kr4xkan @pandepic Yeah, to be honest, I don't know which genre this game would fit in. The main point I wanted to focus and get right are the upgrades, so player interactions got overshadowed a bit. Hope you liked it anyway.
@KynanTokoro @ToC Thanks for reporting, I will look into it.
@bredcrumb Glad you liked it, yeah I can see your problem. Playing in fullscreen might make it easier, but I agree they can be hard to spot.
@klaus-peter They are pretty basic models, so probably that's why :D The pickup mechanic usually worked properly, when the player were looking at the item's direction (when not - that could have possibly been the problem)
@devemil I'm glad you liked it :)
I simply ran out of time to implement those feeback features, but I included a full upgrade guide table on the itch.io page, where you can see what you are upgrading. On the houses part, I was having the same result while testing, but thought I balanced it. A cheat workaround could be slowing the enemies you can to 0.
@njm_games Thanks. I wanted to make them an outline, but couldn't finish. :D (Also, if you allow me, I'll steal this concept description)
@despdair @hegemege I see the slowness beside others being brought up a lot by now. I won't change it now, but I take the feedback into consideration, thanks. I hope you had fun though.
@jacobwing @snarkusius Thanks, I'm glad you liked it :)
@macdoom Thanks, yeah controlling the robot would be cool indeed!
@arkinrev Oh, I thought I fixed that, sorry about that. Thanks, and it's nice to hear, that you made it that far! :)
@moomka Thanks, I hope you liked it despite the monotony.
@peterfiftyfour Yeah, I want to see more too. :D I definitely had more thoughts about different enemies and more varied map, but that's only what I could do in 48 hours.
@conor-galvin Thank you, I'm glad you liked it this much. :D
@spyranteros Thank you! The tip about sound desing is definitely helpful. "consider some screen shaking in every step" - I imagined it exactly like this :D
@zeggamer I tried to make it clear at least in the description, but yeah, more straightforward indication would have been good. I haven't thought of a stun gun, it's a great idea! You're able to slow or stun enemies in this version too by pressing E near them with the player.
@ted Thanks for the feedback, remarks noted! Creating the upgrade system was not the problem, but implementing them. It took like half of the development time. :D
@niels Thank you, I'm glad you like it!
@zebraatomica Your comment was fun to read, thanks! :D Yeah, I like your idea of keeping the upgrades, it rewards the player, but that would require more possible upgrades I guess. If your cannon on top stopped firing suddenly, then that is a rare bug, that I only ever saw once, so I don't even know where to start debugging. But thanks for mentioning! I'm glad you liked the game!
@zebraatomica Huh weird things, I'll look into that, I hope it was fun even with this bug anyway. You confirmed my thoughts with the keybinds, I wasn't very confident in that either.
@giulio-bottari Thanks for the feedback, the only randoms are how much points you get for the gearboxes (5-10) and where do enemies spawn. There is an upgrade table on the itch site (I'll might as well incule it here too actually) with the detailed powerups, and you can experiment with the different combinations. The remark on slowness is noted.
@levlaj Thank you! Yes, I originally wanted the robot to keep going while the menu is open, but I added a pause button on the top left in the last moment (thus leaving the decision of pausing to the player), but it's not really perceivable then I guess. Thanks for mentioning and the feedback!
@prodigalson Thank you! Your feedback is very helpful! I haven't thought about an upgrade alert before for example. The other two improvements you mentioned are both valid too.
Well, friendly fire would be a bit tricky with these upgrades, and it would probably need a player healthbar, and that's a whole new design issue, but I'll play with the idea. The gear snatching would also throw off the balance a little in this state of the game, but if I decide to develop it further, I'll definitely take it into consideration.
Thank you for your comment! :)
@tobiasw Thank you for the helpful feedback! I can't disagree that player feedback elements are very much missing, regarding some upgrades and enemies. I had to either choose to work on polishing it for another day, or submit it to the compo, but I went with the latter, as I originally wanted to, so unfortunately some things didn't make it. On the remark on the gameplay ideas, these are super cool, and I also thought about some of them.
Actually, I did a little brainstorming in recent weeks about how I could expand this prototype, and now what I'm pondering about is whether I sould bend it into more of a strategy game or more of an action game. Because I consider this a hybrid of those genres, and what I got from the comments is that action players doesn't like the slowness and the chill vibe, and strategy players doesn't want too much action. So I don't really know what kind of audience this could fit. The closest things I could find are shooter tower-defenses, but still this one only resembles them slightly.
But anyway, this is my problem, sorry for monologizing, and thank you for giving it a try and giving feedback!
Edit: Oh, also to make it clear in retrospect, there is an indicator in the lower right corner which shows you how much fuel is currently in the machine, so if it runs out, the game ends. That's what the enemies are draining upon reaching the machine. Sorry that I didn't make it clear enough in the description! The different upgrades have more prominent roles on higher difficulties with a lot more enemies swarming in, so yeah, on easy they could have felt a bit needless.
@tobiasw Good points, thank you!
Wow, I didn't know I will be defending a dancing unicorn some day. :D I was a bit confused first too, what I was able to do, and I missed seeing a cooldown timer or some kind of marking for the gun. The idea is hilarious though and the game is fun!
Edit: And the menu art is so cool!
The texts, including the sounds are really funny, and I enjoyed the challenging part of the game. A bit easier indication, like outlining or some effects on the controlled :͜͜.̷͠͠_̷͝҉'҉́͟-̢҉ - instead of showing it on the bottom could have helped a bit. I fancy the mechanics and the idea, and had fun with the game!
Wow, I see you invested a lot of time in level design because it's amazing. Not too difficult, but fun, professional game!