Octogonal Switcher by Jogy34 2014-12-11T23:51:00
Cool idea.
Foon → Ludum Dare Explorer → Users → monkeedude1212
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Retro Breaker | jam | 4.00 | 4.00 | 2.00 | 2.50 | 3.75 | 3.25 | 3.00 | ||||
| 2019 | 44 | Your life is currency | Dracula | compo | 3.35 | 3.64 | 2.50 | 3.85 | 3.35 | 2.42 | |||||
| 2018 | 43 | Sacrifices must be made | Blood Sacrifice | compo | 2.41 | 2.08 | 2.88 | 3.00 | |||||||
| 2017 | 40 | The more you have, the worse it is | The Sobriety Test | jam | 3.50 | 3.00 | 3.66 | 4.16 | 3.83 | 3.00 | |||||
| 2017 | 38 | A Small World | Travelling Merchant | compo | |||||||||||
| 2016 | 37 | One room | Puzzling | jam | |||||||||||
| 2015 | 32 | An Unconventional Weapon | Sock Ninja | compo | 636 | 3.08 | 2.99 | 2.58 | 3.66 | 2.86 | 2.62 | 3.50 | 2.96 | 100 | |
| 2014 | 31 | Entire Game on One Screen | Tourney Knights | compo | 934 | 2.82 | 2.64 | 2.71 | 3.46 | 3.00 | 2.50 | 2.72 | 47 |
Cool idea.
Nailed it. Hard to believe this was made in only 48.
Music and jump speed feel perfectly timed, so the music feels like a part of the game. The effects are killer and make it addicting to play. Lots of different AI which create unique scenarios when combined against the player. Like other's have said, a combo counter would be the only thing missing from this. One of the best LD31 entries I've seen thus far.
Decent theme, good reward sound, simple enough mechanics.
Nothing to really draw you in to keep you playing though - nothing about scrolling through to find the colours of the ornaments is enjoyable. Maybe if they had musical tones when you hovered over them, it'd be more interesting to search out the colours you need.
No link
Mouse to move the phone forward and back is clunky because its unintuitive. The phone tilting itself isn't a bad idea, its just not "easy" to do with the mouse, so it makes it less fun. You're using f and spacebar for other controls - just swap that forward and back horizontal on the mouse with two other keys (w+s for instance) and it'd be fine.
Gameplay mechanics, clever - using your own "health" as the ammunition for attack, but also as a necessary method to traverse the map.
Level design, good puzzles, but as you can see, most people have trouble clearing the first area because the idea of "I need to shrink to find down this hole" is still a foreign idea to introduce so suddenly. And as with most platformers, usually the first hole in the ground a "Can you do a simple jump over this gap" test. So everyone thinks they're supposed to clear it because there is no instruction. Then they hit the wall further over and think the game is bugged.
Put the wall closer to the gap and have players start there, so players know there's no where else to go right off the bat, and then start to experiment. Or - if not that, put some kind of hint that going down that hole isn't insta-death, as we've been trained by other games to think that it is.
While the theme was to fit the game on one screen, this clearly has two ;)
All things considered though, gameplay mechanics weren't bad. Cool to have map traversing and battling going simultaneous, would be cool if you could escape opponents this way or something.
Audio didn't really jive with me, but the AI and opponents were alright.
Sex sells I guess. Can't fault you there.
Gameplay, not bad, but nothing exceptional. Would have liked to see more variation in the enemies, perhaps speeds, dodging, etc.
Controls: Mostly good, though having to click for the single shot was a bit annoying. Would have preferred a steady rate of fire for holding down the mouse button. Or perhaps a charged shot for holding down the mouse button. As it is, it only encourages you to spam it which isn't fun and will break your mouse.
Sound, music choice was fine, but the enemy groan is just annoying after a while. Something a bit more rewarding sounding would make it funner to kill them.
Good artwork, music, liked the theme.
Controls were boring and the gameplay not really that exciting. Graphics glitchy at times, music cut out. Solid artistry, programming needs work.
Good simple controls, and pretty easy to pick up and go with.
Wasn't sure what I was supposed to be doing at first. I understood planting plants but it didn't seem obvious what collecting them did. Perhaps a different sound effect to suggest I was doing something other than the generic "interact". It wasn't until the light grew much bigger from the player that I went "Oh now I get it."
Good music, colour palette, theme, all worked well together.
Would have liked some SFX or music.
Everything else about the game is slick - controls are tight, multiplayer has no lag. Simple concept, but fun to play.
I'd adjust the flashing rate on the person who's it, it's a bit eye strainy when it's so quick. Maybe a highlight on their colour instead of black-white too.
Good FX. If shooting is going to be stuck to orthoganals, better to use keys for shooting direction rather than relying on the mouse. Also shooting in the last moved direction works for these kinds of games. Or you can make shots move diagonally towards the cursor.
Either way, its a good start - this is the basis upon which games like Binding of Isaac are built.
Suspenseful buildup, but you deliver the controls during the middle of it, with no other way to keep track of what they are. Also unskippable if you want to start it over to see the controls again. Then I issued the move command, and it crashed.
Art was okay, but that was about the only part of the game that seemed finished.
Tight controls, good feel, great sound effects and music. Good stuff for 48 hours.
All it needs is graphics scaling, maybe some music, and networking for the multiplayer, and I'd say it's better than 95% of the competition entries!
Ranges shown don't seem to match the actual ranges of the towers. No bullet visuals? Hard to tell who was damaging what.
Otherwise, good foundations with both the turrets and walling, allowing you to customize what path the AI takes.
Needs a win condition to let you know you're done. The greyscale graphics are also harder to make out when you're using sprite graphics of different scales (background and player and level).
Audio good, music good, enemies and ai and random events, all make for decent gameplay. I had fun, but this just needs a bit of polish.
The AI and attacking and a number of other fixes were made, but they simply didn't make the deadline. Anyone interested can play V2 (only another 5 hours of work on top, but what a difference it makes!)
https://dl.dropboxusercontent.com/u/96615488/TourneyKnightsV2/TourneyKnightsV2.html
Like the idea, but clicking and dragging as a control input can be a bit cumbersome at times. Not too bad though. Runs at a really low resolution so it was tiny on my screen.
But aside from that, great method of timing sequences and different AI strategies - good sounds that make it clear what's happening and fun to play. You opted not to be rated on humour - but your ending was the first one that made me laugh, so I gave you a good mood score.
Random dropping level with the way the AI works meant you could build unwinnable scenarios.
Buttons seemed a bit glitchy, not triggering green when you touched them. It was possible to get trapped between rocks and such.
Otherwise not bad - just needs some proper tiling.
Speed is frustratingly slow; and the jump feels weird especially as you stay in the air longer when you hold down the jump key versus releasing it.
Would have liked to see some audio, but basing it just on what's there, it's a good foundation for a stealth based platformer. Perhaps rather than losing on site, AI could chase you unless they lose you in the dark?
Bug fixes post submission date of that level are generally frowned upon. BUT the game:
Great idea, good mechanics, multiplayer is a plus. SFX are a bit annoying, since there's seemingly no downside to shooting there's not a moment when you ever not want to be shooting. Controls a bit annoying, W is a bad jump key in platformers, better to use ASD and another key for jump. Would have preferred W for blink, mouse for shooting (lines up with the control isolation concept of your cursor control, firing and aiming, all being controlled by one hand, like a normal FPS).
Perhaps adjusting the laser damage so it wasn't one hit kill for a big length, but otherwise gameplay was solid. Some more animations for climbing and jumping would help a bit too. Spelling could probably use some work, but you're lucky that's not a category :P. I did get a good laugh though.
Wasn't really a game, animations could have been a bit smoother. The audio you did have was fine, but could have used more. Needs more levels or opponents or things to do, really. That second part was glitchy, hitting use on the piano restarted the scene. Not personally my kind of humour (won't rate it for that) but I bet some people got a kick out of it.
Good weapons, neat how they work together. I wasn't a fan of the pallette, but it works. A bit of simple audio would have made this top notch.
Good use of the theme.
Neat idea, you could probably use it to train whistling tunes if the bird's height was tied to notes rather than just up/down pitch. My partner said it would be pretty annoying though :P
Good gameplay model, good level design, good voice acting. One of the better entries.
Intro is good, audio worked well, funny and good theme, great opening. Was a bit disappointed it had all these 3d effects but then ended up being top down only. Graphics seemed a bit laggy on certain explosion effects. I think I ran out of power in the tutorial and couldn't proceed.
Good graphics and audio. Camera felt a little too close sometimes. Gameplay felt a bit like minelaying was too effective to bother to try and make use of the rotating and then shooting mechanic, which was a more interesting and difficult concept. Great execution though.
Reminds me of Lolo a bit. Cool art and graphics!
Not a bad concept for a simulation, but it didn't quite reach the phase at which its a game.
Music felt a bit weird for gameplay. Couldn't seem to get the actual jousting part of the gameplay working.
Fun to play. My only change to the UI would be to make the cooldowns display in the lower mid center, and the "spell dictionary" thing show more near the top - I couldn't tell my first time around that each spell had a cooldown and it seemed rather arbitrary when I could cast, but after I figured that out it was quite fun.
For only a couple of hours, it's not that bad. No other audio than the two chimes :/ no penalty for missing items?
Sometimes seemed like you could get the same word on screen for a valid or invalid item, which seems to punish the player unfairly. (Especially after you say "no more mistakes!)
Well, I don't know what I expected. LoL.
Stunning. Great gameplay, great art, great sound, great music. Loved the balance and it was executed perfectly. My only gripe was that it wasn't related to the theme!
Good graphics and audio, and the controls didn't feel clunky or anything. Didn't really match the theme but really its a good start to your own game!
Pretty much what goes through my head each morning too. Not a bad typing game, liked the 3D graphics to go along to make it a monologue that almost tells a story. A bit of audio would have punched this up really well.
Solid controls. Good gameplay concept, made it difficult. Audio, graphics, everything well executed. One of my top picks this year.
Good entry, I think the only thing that would make it a bit better is some sort of animation or corpse when a mole dies, rather than just disappearing. Simple to play but still felt solid in it's mechanics.
A bit confusing to understand what I was doing. Seemed like there was a lot going on story-wise that didn't help move the game along at all.
Not bad. A bit difficult. SFX didn't feel right. Art could use a bit of work but got it done.
Too many menus to click through to get things going. UI needs work in order to seamlessly show the system that you're building. Also the "tossing" of factories and warehouses out makes for a good laugh, but then I can't really remember what building is what. Would like to be able to lay them out myself. It looked nice but lacked any kind of gameplay flow.
Seemed to be no penalty for spawning things, so it was impossible to lose. Was score just how many you could combo? Wasn't clear. Would be funner if there was a bit more strategy to it.
Seemed to be no penalty for spawning things, so it was impossible to lose. Was score just how many you could combo? Wasn't clear. Would be funner if there was a bit more strategy to it.
Download Link not working?
Good mechanic, though it seemed a bit lagged or glitchy? Physics weren't always working. But cool to see that kind of grappling hook gameplay work in 3d, not just 2d!
Liked the concept around the gameplay - I think if the guys moved just a tiiiiny bit quicker, it'd be a really good phone type game to kill time with.
Pretty good graphics, audio felt mostly good (maybe the scare crows could be a little better, but everything else was good). Don't know if it really fit the theme, still felt like using a gun really, but it was pretty good overall.
Nice idea.
Very fun to play, great graphics/audio/controls/gameplay. Our only criticism is really that the theme could have been executed better; at this point you could substitute carrots for anything (swords, bullets, ninja stars) and it would still be the same game.
What did I just play?
Good gameplay concept (similar to pokemon) but it didn't feel well executed; player size and enemy size made positioning or spell decision almost irrelevant. Battle speed also felt slow while enemies were attacking.
Not bad. Gravity felt a bit too strong and the hitbox seemed to be just a bit bigger than the birder (or was too "boxy" where there's empty space on the birder graphic) - so it was very difficult, but otherwise good theme, graphics, and addition to traditional helicopter gameplay.
A bit surprised you stopped, this had good potential and was looking like it was going to be fun. Good graphics, a bit of simple 8 bit audio would be easy to add. You're so close to an above average entry!
It's a good idea for a game, but the directions on how the strategy works seem a bit unclear. Wasn't really sure how to actually play, though I knew what I could click on. Fits the theme really well.
Yeah, the only real Issue I had was all the movement controls that you've mentioned. Gameplay concept is good, music and audio good, level design good.
Flashlight reload seemed a bit slow. Graphics were good but it felt very zoomed in. Music was good.
Great concept you're starting, quite ambitious for a jam, but so far everything looks good about it.
Good music, liked the graphics. Great puzzle design too. All in all a great entry.
Wasn't sure if I was running the right file, could see the hitboxes for everything in green. Fire rate and bullets felt a bit slow. Didn't get to see any cats :(
Cute graphics. Nice work. Needs a little bit more polish for gameplay but otherwise nice.
Great game, great theme, nice gameplay mechanics and idea. Not too easy, not too hard. Dungeon map might have helped if you wanted to go bigger, but it was cool that it was randomly generated each time.
Can't seem to get it to run. Which is Odd, jar's are usually solid :/ Must be me!
Crashes on opening :(
Difficult to find the right combos to make weapons. Only one we got was the Vacuum and the knife together. Was a little laggy but not unplayable. Needed the ability to face left, attacking only to the right only made it really hard.
A lot of work for a pretty lame joke.
Graphics look good. Physics need a bit of work, very hard to play.
Good difficulty, oddly addicting. Nice audio, graphics, execution. Loved it.
Bowl didn't refill. Aiming also felt a bit weird. Good entry but the gameplay didn't feel very rewarding.
Good AI. Also cool that you modelled some of this stuff, modelling takes time! Though most people thought it looked like a bear, lol. Solid entry though, especially if this is your first LD! A bit of sound effects/music would make this great!
Jumping was a bit off, quickly shooting up then floating down. Bat sounds were a bit annoying. First weapon didn't seem to do anything. But all in all, it was a good entry, good weapons and setting.
Good music and SFX. Needed to see or feel bullets to really make it playable, also a little timer between respawns would go a long way to making it feel more like a deathmatch. Pretty bold to make a networked game for LD, but it actually worked out well, no lag, and I found people to play with.
Graphics and audio were good, gameplay idea was good. It all started to unravel though when I glitched out and fell through the floor. But otherwise, neat game!
Good idea for gameplay, though sometimes it wasn't clear what certain things did. Way up / Way down - is there a difference?
Graphics, audio, music, all really nice though. Fun to play.
While perhaps not fitting with the theme at all, the graphics, audio, music, and execution were all really good. Level design was really good for this type of game! like really good!
I feel like someone wanted to make a space shooter but didn't know how to make that fit the theme :P
But as far as gameplay goes, it's pretty solid! Good graphics and audio.
Good physics, neat premise. Going slow though seemed to be the best course and I wouldn't have the patience to see it through. Better signage would help
Wasn't sure what we were supposed to be doing. The effects of the cheese were not obvious, or they were inconsistent. Hard to play.
Graphics and audio were good. I prefer it when typing tutors allow you to make mistakes while typing and then correct them with backspace as that's more akin to actual typing. But all in all, not a bad game.
It's the start of a good concept, but right now it's not really a game, more of a proof of concept. If you make it so that the zombies attack the player, but are vulnerable to music, and you have to navigate levels playing different music to cause different dances (which cause different movements) then you've got a game!
Good concept. Some graphics showing what's happening would be nice. Mind control part felt rather tedious after hacking.
Cute graphics. Good sound. It was fun at first but no sense of progression - was an end created? Could have been more levels, or harder words, enemies faster, etc.
Fun to play. Online leaderboard good. Oddly Addictive, proper timing and difficulty. Felt a little luck based sometimes but good all around.
Graphics were pretty good, but a bit laggy indoors; not sure why, and occluder should have made it better.
Understood it was incomplete so there wasn't much in the way of gameplay, but I could get people to follow me and there were some baddies, so there's that much.
A good start to something though.
Needed something more to the gameplay. Music was spot on for the feel of the theme though.
Good voiceover, not bad for a stealth esque game, couldn't tell where I was supposed to go and there wasn't any real direction on how to avoid certain detectors, so it felt like luck of the spawn time?
Didn't seem to fit the theme at all, but the effects were cool, its a good start on a concept.
I'll give you some points for the graphics but there really isn't any meat on these bones.
It was fun to see the gun-chuck actually hurt the enemies but I with there was a bit more control over it - it felt a bit unwieldy to try and get it to swing around. Controls were good, graphics were properly scaled. Would be more fun if there was some differing level design, a good start!
Graphics and audio were good. I did chuckle at all the Shakespearean vulgarity. You fishmonger you.
I like the idea of it - the weapon feels right and it just needs some extra work to take this from a prototype to something really really good. It's like, you've got just enough there that you can see what you're trying to achieve, and you can tell it's a good idea that just hasn't yet come to fruition.
The system of emotions was never fully explained, and some of the enemies were so fast it seemed unavoidable at first. The enemy spawn points were also placed a bit weirdly that there was no spot where you could stop to get your bearings. Graphical drawings were nice but would be better if they had even a little animation to them to present movement, as well as facing the player. Audio was okay.
Good mood setting. Was hard to navigate through, the camera settings felt a bit weird and I hated having to press e to pickup rather than just walking over; as well the range for picking up felt short, but otherwise, solid idea.
Could not Open.
Aiming and shooting felt a bit awkward, would have preferred mouse controls to be locked to x,y rather than click-drag. Firing also used a weird vector from the center of the aircraft to the mouse point in the world which made it difficult to aim; a reticule showing the bullet path would have helped with that. Otherwise, not bad, flight controls were fine, speed was good. Flying into the walls or ceiling didn't have any penalty so I just flew straight up and kept trying to shoot everyone from a stationary position. Camera controls made dogfighting impossible.
Graphics and audio are great. Love the little bits about it that make it intuitive. The toast handle drawing down to show you the power. Flaming toast for max power. Love it.
Not a bad concept but there's just too little feeling about how the bomb affects the people to really have any strategy in it, so it feels mostly like chance.
Non-constant framerate made it hard to play as a game, but otherwise the graphics and theme seemed good!
Music and Audio was pretty good. Having the guy run constantly and having space and backspace (very far from each other on the keyboard) made it feel awkward to control him. Otherwise, game worked pretty well as intended.
Jumping felt a bit awkward, the flat upward speed but then accelerated downfall feels weird. Typically you set a variable upward speed and move the player at that speed, then then decrement the speed value on updates, so that it ramps downwards to feel like a jump.
But other than that - great sfx, great music, graphics all felt in line with one another.
Music was a bit off, didn't loop properly. Graphics were alright, could have been a little better. But the gameplay worked, once the controls were clear.
Music and SFX were good, yeah it seems like the online version doesn't work as well as the standalone, probably browsers not processing input properly. Nice mechanics with the reflections and such.
Could move off screen which seemed a bit weird, but otherwise good gameplay, great theme, liked the music.
Good graphics, nice audio. Loved the idea, UNEXPECTED PIANO. LoL.
Good logic puzzle. Graphics were good. Liked the investigation bit.
Fun game. Nice to see you got a good hangout game done in time. Audio could use some punching up to make it more "addictive" to play but it functioned well enough for a game!
No instruction on how to play. I don't know if it could detect my microphone if that's what was required?
Was difficult to figure out what could be picked up at first, a little highlight or glow around grab-able objects would help with that. Not sure if it was just laggy input controls but it almost felt like the angles at which you could face were fixed?
Good graphics, good audio, good theme, good gameplay idea and would work better with a few minor adjustments.
Pretty good for your first jam. A few bugs, needs some polish, but you got something done that you can show off!
Good graphics, audio, gameplay worked as intended. Would have liked either a little bit more control over what I was firing, or had an endgame come up at some point, but otherwise great entry!
Liked the lighting. Gameplay was alright, not too exciting. But enough there to keep you going. Loved that audio track.
I think it's exciting in that this is the kind of stuff that we're capable of creating in a weekend. Keep up the good work! Excellent prototype for the kind of gameplay we all hope to see in the coming years.
Good controls and puzzle designs - levels had awkward learning curves in that wall holding wasn't intuitive at first, and some were pretty punishing in the length of level before reaching a checkpoint. But solid artwork, audio, and gameplay.
Couldn't get it to run.
Good gameplay concept. Would have liked the right/left claws to have different colour schemes constantly because I kept forgetting which was right and left; making it frustrating when I failed (Why can't I just do what I want me to do?).
Controls seemed to stop working. Music and audio seemed good though.
Music was good. Some of the audio was a bit off. (yeeaaaahhh). Hadn't played a game quite like this before, but it didn't really feel like it had any where to go besides learning to be a bit better at twitch. Some of the levels looked like they'd be more strategic but it was easier to focus on landing your next H5 rather than plan a route.
Good graphics and audio, but not enough direction to know how to play the game.
Good audio, graphics, and though perhaps not too exciting, the gameplay felt solid.
Nice
A solid beginning to a good game. Pigs could use a bit of AI, bacon could be used for health. There were signs scattered about but I couldn't read them. But the graphics and music and art style and theme all worked really well together. Some sound effects would help kick it up a notch!
Also, we THINK we reached the end and it just went back to the main menu screen - it seemed a bit abrupt. Overall a really good game.
A solid beginning to a good game. Pigs could use a bit of AI, bacon could be used for health. There were signs scattered about but I couldn't read them. But the graphics and music and art style and theme all worked really well together. Some sound effects would help kick it up a notch!
Also, we THINK we reached the end and it just went back to the main menu screen - it seemed a bit abrupt. Overall a really good game. Lots of levels, which is impressive too!
Audio was a bit annoying. Graphics looked nice. Gameplay didn't seem to offer any variety throughout though.
I... what?
Graphics were good, loved the carrot. So many guards though!
Good mooding and theme. Wished it had some audio, even just ambience and computer noises.
Difficult, and a bit unclear at first, but once you got the hang of it, great game. Audio, graphics, style, all well executed.
Can't get this to run.
Wasn't much fun to play as there wasn't any direction and the level design was a bit unintuitive at times. (What does this lever do?) Otherwise the concept of ghosting around was alright. Input seemed a bit laggy.
Liked the writing and the theme, but seemed unable to actually win any fights. Looks like you've mentioned equipping the items you pick up but I don't see how to do that.
Also, the spiders only have 6 legs?
Couldn't seem to knock any aliens into the water, they just shot up into the air? Also, llama seemed to favour facing up even though the water was everywhere but down.
The jump didn't seem to be powerful enough to reach the first platform, as a result I couldn't seem to make it very far in the game. Art was good for the time limit, though.
Bullets didn't seem to hit, so there was no winning the game. Everything else about it felt like it was coming together, audio, graphics, controls, etc, but very frustrating that it couldn't be won.
Good graphics and audio. Fighting wasn't much but the weapons were, well, quite fitting with the theme.
Pretty good game. Perhaps a little violent, but that's cats for you. Good level design/progression. My only qualm was sometimes when two kittens were close together they were a bit hard to separate. But everything from graphics to audio and controls were good.
Not bad. Controls were a bit awkwardly placed, would have liked it if one player could be on the numpad and arrow keys so the other player can go full on the letters.
Very glitchy, sometimes the gun would work and sometimes it wouldn't. Movement seemed jittery. Not sure what the point was, I could sometimes pick enemies up and throw them but then what? No goal or end in sight.
Graphics and audio were good, neat concept. If the input was a little more reactive I think it'd be a lot funner, as it is, I felt like I was waiting for notes to finish to play the songs, which was frustrating.
Felt like with the fire rate and the spawn rate of enemies the only way to play was to fire right at the base of the ramp non-stop.
Good audio, nice graphics. Would have been nice if there was a little more to do; I never felt the need to slow down time as the enemy timing was fairly easy. While I agree physical violence should be avoided I don't know if "Indifference" is the word I'd use for it.
As everyone else says.
Music was good. An interesting language challenge, but it really didn't translate into a game at all, it felt like just reading.
Good music, but some soundeffect got bugged and replayed constantly drowning everything else out, it was very loud. Fun to play, if a bit smash-bros-y. Fit the theme well! Graphics were good too.
Not loading
Not a bad running game. My only real feedback would be to adjust the paralaxing of the background to work with the same speed as the enemies; currently it looks like you're running really fast with the buildings behind you moving quickly, but the enemies you're trying to avoid move slower than the background, which makes it feel as if they are running "with" the player rather than "against the player" - but their walking animation looks as though they run towards the player.
Aside from that, great work!
Fun to play. Should have gone full breakfast theme, would have loved to see some eggs and bacon. Level design was a bit easy. Graphics are a bit too mario-esque.
A bit too much going on at once. Perhaps a tutorial level explaining the effects of each of your abilities would help. Felt like I was winning by just clicking at random.
Good sound effects and Music. Camera needed to follow where you were aiming; otherwise impossible to see enemies below you which could come in range at any time. Also made it hard to aim since left/right mouse movement doesn't make any sense from a fixed perspective. Good theme, would like to see more human-like models/textures.
Graphics were good, audio appears to be missing?
Some of the buttons didn't seem to work, I couldn't seem to get it to a point where I'm generating income. Not sure if incomplete or not functioning?
The game is good on paper it just needs some refinement around the spinner. Difficult 0 should be a bit easier, and you can ramp things up by making the windows tinier, rather than making the spinner spin as fast as it does and "run out" after only so many rotations. I'd rather it be a test of getting the arrow in between the markers instead of trying to twitch get it in yellow as soon as it starts moving. But audio, theme, graphics, and general idea are all pretty good.
Not bad gameplay, some of the weapons didn't seem to work. There was little explanation of a few weapons so some of the less intuitive ones were hard to grasp. (Pebble of bouldering, for instance). Couldn't tell what was throwable or not.
Wished there was more in the line of a defense, and I would tweak the gamepad controls so that right stick turns the gladiator, rather than aims him (if that makes sense).
All in all though, a pretty good entry.
Storyline was really funny. Was very difficult to learn how to play the game - Rather than applying controls alphabetically you should look to use a standardized layout.
Also didn't know exactly what I was supposed to be doing. Why are there multiple characters - do they do different things? What's the deal with the underwear?
Potential to be a good theme as well, was just a bit hard to play.
Fun to play, didn't really fit the theme at all, but good work nonetheless.
Interesting sort of game, but it really wasn't much fun just waiting to collect information from the player.
Really good start to a game. Didn't encounter any bugs. You don't often see point and click adventures. Would have scored higher if it was a bit longer.
I also would have liked to be able to click on options rather than the keyboard, especially since the other input in the game is to click on the circles. Text was a little hard to read at times. But I did chuckle a few times, and the music was pretty decent.
Downloaded .Rar file, can't extract it, even with 7zip.
Not a terrible concept. Needs to be worked on; the recruiting/defense/civilian system is not very clear, the numbers on the screen don't help you understand what they do.
Decent idea, it's a shame there's no real strategy to it. It loses it's excitement when you realise you're probably going to lose, but not because you did anything wrong.
The only thing I would add is some more instructions on the input mechanism. With the space bar being the primary input mechanism it was not clear the mouse was needed, and I could not tell what was needed for some mini games.