Seasonal Affective Disorder by Mine10blox 2016-12-14T02:23:00
I think it's a decent idea. I couldn't make it to the end because I kept falling through the ground. I did see the hints at the theme though.
Foon → Ludum Dare Explorer → Users → markten
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Robovac Simulator 2k16 | jam | 510 | 3.25 | 2.95 | 3.10 | 3.89 | 2.60 | 3.42 | 3.16 | 42 |
I think it's a decent idea. I couldn't make it to the end because I kept falling through the ground. I did see the hints at the theme though.
I was disappointed to see you didn't get to finish much of the game. I used to have a blast playing through the many room escapes that came out during the Flash era.
Great concept and good consistent art style. I wasn't coordinated enough to make much money. It almost felt like it was supposed to be a multiplayer game with two people on one keyboard.
Fun game. I like that the "bosses" drop health. Weapon drops seemed well timed.
@edve98 SDL2 recommends against static compilation and does not provide runtime libs for Linux. It recommends that users acquire the libs from their package manager. I may try to compile the libs myself in order to include them in the release at some point.
I enjoyed this take on a time management game. I felt that not knowing what each object did added to the experience. I was caught by surprise because I thought it was going to be a game with a slow pace. You kind of have to rush around losing sanity like the character.
The mood could be greatly enhanced by some ambient music. It's a little sterile without sound.
This felt like a SIGGRAPH presentation or something from the demo scene. Would have been nice to have more interactivity, but the graphics and mood are definitely unique. Music fit well too.
I gave it points for humor because every time I died I expected to start over again, but I instead spawned into the same room. I had a blast trying to fend off the huge horde that had accumulated.
I enjoyed playing a couple quick games. There have been games similar to this, but what I like is that you added more management to each node that is captured. It adds a lot more depth to the gameplay. I think it would be fun to see maybe one or two unit types if you decide to add more to it.
My only negative criticism is that it was hard to change planets. I had to spin my scroll wheel several times so it took me a while to figure out how it worked.
I tried to play but the executable produces the error, "There should be 'BlockTowerMayhem_Data'
folder next to the executable"
Not my cup of tea, but you have the best a e s t h e t i c of all the games I have played so far. Music really sets the mood and being locked into the simple gameplay reflects the character's condition.
The base mechanic is an interesting idea, but as others have said, it could use some tweaking. The high amount of health and abundance of bullets make movement seem unnecessary.
Good effort for your first compo. Every time you make something, you learn something, so you get faster and have a better codebase to work with next time.
That computer gave me flashbacks to my childhood.
I like the game, but I couldn't help but feel that I was fighting the controls rather than the levels.