Softbiscuit Deathmatch by milieu 2015-04-21T00:23:00
Doesn't go as well on smaller screens, just btw.
Foon → Ludum Dare Explorer → Users → milieu
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | HELIUM | jam | 2.66 | 2.16 | 3.41 | 4.08 | 2.50 | 3.33 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Pins and Needles | jam | |||||||
| 2017 | 38 | A Small World | 👥 | Plan Bee | jam | |||||||
| 2016 | 36 | Ancient Technology | Pony Express | jam | ||||||||
| 2015 | 32 | An Unconventional Weapon | Softbiscuit Deathmatch | jam | ||||||||
| 2005 | 6 | Light & Darkness | Title Unknown | compo |
Doesn't go as well on smaller screens, just btw.
I like the base idea a lot! I'd love to see more mechanics added. I can tell a lot of work went into this. The addition of layers of vision could have some really neat moments of discovery for players -- this idea was super cool.
There is a negative feedback loop that happens sometimes in combat where I become less able to address/escape a situation as I take damage, which often meant that one hit meant a lot of hits, which meant death. It might be neat to see more "small" or "minor" abilities to pad the spaces between the critical stuff (like jumping and firing), or something like that. Not the only solution, just one idea.
Also, pretty minor, but I'm an idiot, so I didn't realize I could move with WASD for a minute (I thought D was special for some reason, since it was called out alone in the tutorial). Worth considering that other players may also be idiots, haha.
I like Nully's bug-like bot aesthetic, and the electroswing theme taps into a fun modern zeitgeist. Good work!
This was really fun! It took some learning and getting used to, as I didn't expect the way the shop worked, but once I got that figured out, it was a nice challenge.
The "menu building" aspect of the game was really interesting, restricting the player's visibility and preparedness. The hectic spawn system added a lot of tension, and your relatively big starting health pool and health recovery made it feel like small mistakes were acceptable, which added to the chaos -- in a good way. Also, making it auto-aim was a great decision for a game where you wanted the player to have room to use the mouse.
The mechanics do encourage/support some negative play (if that's a thing that makes sense?), where it makes sense to spend time on one of the early levels and infinitely grind cash and build up your menu with one-time spreads and heals. If that was intentional, cool, but it felt like I was avoiding playing the game you had set up for me, and that didn't feel good. That said, the game scaling may be a little too hard not to do some of this right now.
The first skull enemy spooked us pretty good, lol.