Bobbleheads want to dance by jk5000 2020-04-27T04:56:27Z
145 s
That was weird experience =)
Gameplay wise, it'd be nice to have some variation in actions and bubble-head characters.
Foon → Ludum Dare Explorer → Users → Mulberg
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Breaking Egg | jam | 1193 | 3.51 | 3.58 | 3.50 | 4.08 | 3.60 | 3.36 | 3.01 | 3.22 |
145 s
That was weird experience =)
Gameplay wise, it'd be nice to have some variation in actions and bubble-head characters.
So far one of the best games of the jam I've played =)
"Someone turned on Nickelback" is LOL
Your game is very fun and well-made! It is fun. Music is good. Gameplay is smooth and overall the game feels very polished for a 2 day jam.
If you decide to develop this idea further here is some feedback:
1. The goal is not very clear from the start. Would it be more beneficial to put down some fires or rather deliver more people to helicopters? 2. Controlling the water with a keyboard is harder than with a gamepad. 3. Would be nice to have some mini-map or pointers to the nearest fire. Currently it is not clear enough what the player should focus on.
Overall, it's a great game! You should have more ratings =)
Our games have the similar idea! =)
I like the visual style and the cute nice details you've put into the game (such as hand-written notes)
As for the gameplay, I'd say that the egg felt too heavy and big, and to hard to control. Another suggestion, for a game such as this, is to add some checkpoints. Currently, if you loose the egg or fall off there is no motivation to start over. Especially if you're get almost to the end of the level
Wonderful game! The last level were brutal, but I managed to finish it! This could easily be a foundation for a full game, similar to World of Goo, for instance.
I enjoyed the game! It is very polished for a 2 day jam! Impressive!
Some feedback in case you're going to expand the game further:
1. IMO, dialogues, despite being fun, are way too long. I'd be nice to introduce player to the game mechanics though limitations and action rather than giving a text-based instruction.
2. I'd be great to be able to cancel the actions. I understand that this might be a part of the design, but I see no clear reason why is that.
3. Enemies don't have HP indicators. If there are many enemies it is hard to keep track which enemy was already hit or not.
4. Levels are not different from each other. Also, the player's HP does not restore between levels. Therefore, the game feels like one long level with dialogues in between.
The aesthetics and music is wonderful!
I played the new version, but I still saw some bugs (e.g. I found a platform that had an invisible wall) The font size was also too small for a full screen high resolution monitor. Lastly, there were too many "leap of faith" moments, were you have to jump into unknown. I undrstand that cameras are hard - my game suffers from the same issue. Capture.PNG
Capture1.PNG
> Did you enjoy this game? Would you play it again, or recommend it to a friend?
It was hard to figure out the goal of the game. I wouldn't recommend it in the current state, to be honest.
> Would you like to see the concept for this game expanded?
I guess so. But the game mechanics need to be polished a lot for the game to be enjoyable enough.
> What elements of the gameplay do you enjoy the most?
Voxel graphics and music were the most enjoyable parts of the game. I also love the premise and the story. It was quite fun.
> What elements of the gameplay did you not enjoy?
- The camera was jaggy - Many objects show an "F" above them, but nothing happens if I press it. - There were some bugs. For instance, if you go up to the second floor, you can get back by pressing F. You need to step away from the stairs, and only then go back and press F. - Jumping in the game seems unnecessary. It might be more useful or fun if the level was more complex, maybe, but it is not a must-have for this type of game.
It was funny to see the contrast between the horror bits and the game itself. But the gameplay is very raw, as many mentioned.
@mikesalyh Perfectly normal human comment here. I'm OK thanks. The weather is nice. Have a good day )
(btw, that can be a good idea for a simple party game)
As many mentioned here, there were too many bugs to fully enjoy the game. But aesthetics and idea is great! I love the concept
The aesthetics and the mood of this game is great! =) The game gets quite hard, but I really enjoyed playing it.
Awesome game! Very underrated! The style is simple but consistent. The music is and sound is perfect.
I like the art and the overall concept of the game. It is quite fun to play as a stage-hand.
However, currently there are too many things that going on in the game and the control are not polished enough. For a game jam it would be nice to sacrifice a half of the content in exchange to more polished gameplay.
@notapixelstudio I liked the game! The mechanics seems to be quite novel. AI is not very smart, tho =)
I appreciate the fact that you managed to make the game look good even with simple shapes and colors.
@banzi I loved the aesthetics and the mood of the game =) It is impressive how much contend did you manage to add to the game in just 3 days!
Some gameplay suggestions:
Try to remove “moves left” from the game. Currently, the next “round” is triggered automatically anyway, and clicking “WASD” every time I need to move slows the game down and makes long corridor runs annoying. Also, enemies take to much time to make moves. Especially, if there are many enemies on the screen. Maybe experiment with having enemies move simultaneously every time a player moves or does an action. And allow continuous movement by holding WASD
That. Was. Weird. =) I kissed to the win!
That is a great first game! It is simple, short, understandable. The core mechanics is quite interesting, actually. I believe that it can be easily become a foundation for a simple mobile game. Who knows!?
It'd be nice to add a "Victory" screen) I played till level 16 waiting for something new to happen =)
Btw, my game is also about an egg =)
Very fun game! I love the voice acting =)
It would be nice to add some consequences to not feeding the baby-dragons. Also, maybe limit the shots per unit of time. Currently, there is no point for a player to be accurate when shooting fire.
Thanks for the feedback @mikesalyh ! These are some good suggestions 👌
I got kinda exhausted from the day 2 of the Jam, so I wasn't even sure anymore if the idea of my game is any interesting at all...
Thanks for the feedback @daxic !
I agree, the camera behavior could be much better) Maybe if I develop this idea further I'll figure out how to fix these usability issues
@room606 Thank you! Btw, for music I just used http://tones.wolfram.com/ generator, to generate a random tune =)
@room606 will do Thanks)
@emperor-eagle Thank you! 😊
@pixelcrustpunk Thanks for the suggestions! Yeah, I definitely missed this leap of faith moment. Will take it into account when developing this idea further
Thanks for the feedback @groggi
Hi @scott-steffes ! Thanks for the feedback.
I agree, the current physics calculation is far from great. I tried to figure out how to measure the force of impact in Unity, but anything I tried gave me inconsistent results (currently I'm just using relativeVelocity.magnitude). I'll try to polish this part of the gameplay if I decide to turn this into a full featured game.
Btw, for music I just used http://tones.wolfram.com/ generator, to generate a random tune =)
Hi @historymaker118 ! Thanks for the feedback
Yes, the gameplay mechanics turned out to be very inconsistencies =( Unfortunately, I didn't have time to figure out the correct solution. (currently I’m just using relativeVelocity.magnitude). I’ll try to polish this part of the gameplay if I decide to turn this into a full featured game.
Btw, for music I just used http://tones.wolfram.com/ generator, to generate a random tune =)
@cheesepencil thanks for the feedback! I'll definitely spend more time balancing the main mechanics. As some players mentioned above, there are still lots of inconsistencies
@jk5000 @ilidanox @javasaurus @keepoccino @banzi @slimbun @linus thank you all for the feedback!
The game is definitely not polished and I put not enough time into level design. But people seem to like the concept of the game. So, I'm going to try to release a full mobile version, as some suggested.
I haven't done any mobile development before, but that probably a good scope for a first releasable game.
Btw, you can follow me on twitter or itch. I'll post updates and some early builds. I also make some pixelart from time to time :)
Thanks for the feedback @qfrct
@edalbung thanks!
Thanks for the feedback @dvdfu ! I'll try to address this issue in the final version of the game
Cool game =)
I'd be nice to have a WebGL build. Also, why GoogleDrive for the source code instead of Github?
@daxic This is a fun PvZ clone. Feels and plays well! That is a great result for a game jam
I like the premise of the game, but I'd agree with some reviewers, that despite the idea being interesting, the implementation need some improvement. The biggest issue of the game is readability. So I'd drop half of the features from the game in exchange to improve fonts, make pixelart some consistent and clean.
That is a silly little game =) My rock grew 3x size. I thought it'd die if it doesn't have enough food or sleep. But it didn't. Because it's a rock...
@nirose I like the idea and the art-style. The game is fun to play.
It was hard at first to figure out how to control the character properly. I guess, this part may require more polish if you decide to develop this game further.
Overall, it's a great jam game!
Nice game! I love that that the player has to shift between two different tasks.
The difficulty is brutal, tho. Also, as some people mentioned above, the purpose of the bar below is not exactly clear. First, I thought that this is a HP bar for a tree. =)
I like your game! Here are some things that could be improved though:
1. The start is slow. It takes so much time to fill a green bar. Would be nice to have more variety in actions from the start (since you already implemented all that)
2. The combat system is not clear. Should I press something in order to attack? Or just staying in front of an enemy is enough?
3. The actual action happens only in the middle of the screen. IMO, you could just zoom in 2x. It would also make the art more readable and visible.
Congrats with the first LDJAM game!
I love the simplicity of the design. Music is nice too.
The controls are hard, though. I couldn't even get to the second platform: because I had to drag the mouse down outside of the game window, every time I clicked "right button" it opened a context-menu and lost focus from the window =( So, any in-the-air jumps are barely possible.
I played HTML version, though. Maybe a full-screen version doesn't suffer from that behavior.
That is a nice little game! I really like the visual style =)
Great game you have here! Puzzles become challenging quite fast )) As many said, it really looks like a complete game. I guess it can be polished a little and released =) I'd probably reworked the art assets, though, if you decide to make it a full featured game. They are quite good and consistent, but need more polish
That is a very atmospheric game! I enjoyed playing it!
Some critical feedback, tho:
1. Distance attach seems weak and not useful much
2. The health bar is not very visible - I've noticed only after I died 3-4 times. And overall, it feels like the game can be more lit without loosing much in atmosphere.
3. Some platforming segments were quite brutal 8bbaeb3f-5a80-45f5-99ef-eeaa53336a7d.jpg - this one, for example. (and, man, how dark it is there. I barely can read the screenshot)
I like the pixelart style in this game! Hope you enjoyed the jam