Time and Time Again by BrothersT 2013-08-27T12:39:00
Very, very good. Great graphics, unfortunately no audio.. but a really well-executed game.
Foon → Ludum Dare Explorer → Users → MvdLaar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | QuickHunt | jam | 48 | 3.78 | 3.35 | 3.21 | 3.15 | 4.66 | 3.20 | 2.83 | 3.63 | 100 |
Very, very good. Great graphics, unfortunately no audio.. but a really well-executed game.
It's a fine start, something you could work with when expanding this. However, to give you a tip for the next time: you don't have to complete a game, not at all, but make sure the basic game states are in place (start, end, conditions); now I could just keep on moving and shooting while I was actually game over. A little more feedback would be appreciated as well. :)
I laughed really hard, it was fun! The plague was a bit unclear, maybe some more visual feedback of what you're actually brushing.
Pretty great idea, but as mentioned before, the hero moves very slow. Still a good effort!
This is pure entertainment. I was hoping someone would go for a game like this. Thank you.
Really awesome that you delivered something, that's a true game developer right there. Props!
Pretty good! Smooth gameplay and clear interaction design.
It's kind of a shame you didn't put a little more time in the little things, such as a font, the buttons, turning the arrow around... still, good effort!
An overall good start, but there's a lot missing. I liked the graphical style of the character, although it's all a bit standard.
Watch out with the camera smoothing you applied; when moving fast in the vertical direction, the camera offset might become too big.
Great effort!
Yeah, I can see where this was going... a shame you weren't able to finish it. But still, good that you submitted, you can learn a lot from that!
@graebor and @Jarcas Studios: thank you so much!
@Schulles: thank you for your kind words! It is basically hide and seek combined with tag, if you strip it down to a very basic level. We wanted to keep this simplicity, also regarding the art style, so there is no difference in strength or anything. And of course we didn't have enough time for a lot of depth.
Thanks again!
Thanks everyone!
@TehLulzinator: that's kind of the idea of the game - the frustration you get when you don't find the right animal. It's the balance between the euphoric hunting streak and the frustrating 'shit-I-had-50-seconds-now-I-cant-find-any-frogs'-feeling. Thanks for playing!
@Nezzhil: thanks so much!!
Thanks everyone!
@juaxix: the terrain is made with a perlin noise generation, as well as the mountains; it's procedurally generated, the level is never twice the same. As for the environment: we made some props, put them together in prefabricated sets and the code spreads them over the level. Works like a charm!
Thank you so much, everyone, it means a lot.
@madk: hmmm, we have never heard about that problem before. Could you try the Kongregate mirror?
@Amnoon: our first version of the terrain and props had shadows and some ambient occlusion in them, but we didn't want that; we therefore flat-shaded them. Now, every face is just one single color, apart from the faces around the point lights. We used a simple directional light (and two directional lights from different sides to get some more depth in it) and an ambient light to get the colors going. But the shaders, Unity-wise, are all just diffuse shaders or transparant shaders. No special shader we wrote to make it more flat. :)
You people are all awesome, never expected all this!
@RedHot: first of all, we had the extreme luck that everything just... Worked. The first time. No time was spent revising things (apart from gameplay), we didn't have to discuss much and when we did it was while working. We were able to work 55 hours, our artist even more, so we could do a lot.
As for the art specifics: as you can imagine, the trees, bushes, rocks and grass al take less than 5 minutes, certainly when you keep in mind that I, a designer, can color them easily in Unity: we don't have to UV Map or texture anything.
The terrain and mountains are generated and the environment props we put together in small sets to be randomly placed by the code.
Which leaves a hell lot of time for the characters. To be honest, we were shocked as well: our single artist, Timo van Hugten, modelled (low-poly), rigged and animated 6 living creatures in three days. I colored them for the bigger part, so he didn't have to do that, but that is just plain amazing.
Things like the cabin were done in an hour... The 2D art was done by me... And a sick amount of mechanics and code by Marc. So it is very possible but I just got to admit that we worked very, very hard!
Thanks again everyone!
@darkshadow: thanks for playing! We did have cues from animals in place, but unfortunately not enough time to implement them correctly; it felt silly to just put random sounds of animals in there.
Have you tried playing it with headphones? :) The 3D sounds add a lot to the atmosphere!
The presentation is good, but I think the variation the player can get in the end result is a bit too small. Maybe if you made checkpoints in it that give you an extra 10 seconds, the player would have the feeling it's reaching for something and tries to get better at it. :)
Good effort though!