Planet Builder by PTSnoop 2014-04-29T18:33:00
I got my planet to match on the second level (lava) but I didn't get the complete button
Foon → Ludum Dare Explorer → Users → MyrddinsOwl
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Defy Hades | jam | 54 | 3.81 | 3.28 | 3.23 | 3.47 | 4.63 | 3.51 | 2.10 | 3.94 | 71 |
I got my planet to match on the second level (lava) but I didn't get the complete button
This game is amazing! I have to say, I watched you guys make it, but it really came together well in the end.
"Web" should actually be web
Good atmosphere. I'd suggest making space move you in the Y plane so you can surface a little easier control wise.
I'm terrible at keyboard mouse fps games, but i managed to get through this. I like the twist at the end, cause once dodgeballs come into play, I'm thinking "So you were in a room of dodgeballs and got hit by something, and the dumbest psychologist in the world says "What hit you?"." But then it wasn't a dodgeball. Nice.
If I could change one thing it would be the very short music loop. It grated pretty quickly. All high pitch and nothing low. Needs BASS!
Feels like a one trick game, then it's over. The pixel art is well done though. Overall, it feels like some statement about the ludum dare that I must be missing.
Hey guys! This was fun! I don't think I've played a tower d game with first person mode. Super fun and I'd love to see it developed. I had a little trouble with the aiming sensitivity, but I'm also a console guy and bad with mouse keyboard in the first place. The enemies reminded me of SNES starfox bosses. This is a good thing. Well done!
Player takes a looong time to load. Is it set to be streamed? If you change it to streamed you many want to add the programming to make sure the next level is downloaded before it advances
This is for the jam so we actually did it in 72h. Team of one programmer and one artist :)
Also, Thanks!
Thanks! Initially there was a bug with the jump when I first put this up this morning, but that was fixed around 2pm PDT today. The jumps are still tricky, but at least it is jumping when you hit jump now.
@GrooveMan, how do you think the jump should function that would make it fit the style better?
We've updated to fix the jumping bug. We had an extra location where we were telling grounded = false which was preventing jumps.
Ok, so apparently the jump functionality I needed to move into Update() not Fixed Update(). Who'd a thunk. It should be perfect now.
(This post is Drew): I apologize for the shortness of the game. In order to achieve a finished art style, I wanted to give the backgrounds for each level adequate time and polish. Doing new animations for each power up was also a bit time consuming, but worth it I feel. Thank you all for the feedback so far, and for taking a moment to play our game! We are already discussing making more levels and a full game, as this was a boatload of fun!
(Josh here): There will be! And more transformations, more challenging levels, achievements, even more polish, ect...
what Level did it happen on Loneshark?
The last game I played had a 4 second loop that was high pitched and grating. Thanks for using a simple percussive loop instead. Well, it is a finished game, and as a 2D artist I always appreciate a hand-drawn look, even overlayed on polygons. I'm wondering why the holes couldnt have been actual cutouts leading down to the next level instead of flat images of a hole and a cut to the next level. Framerate and lighting seems to be an issue, and i agree that some obstacles would be the first thing on the wishlist. Silly vocal SFX helped put some yucks in there. Hey, you completed a game!
Pretty solid! If I could change one thing, its the color of the turret. It's hard to tell which way it's facing, which is obviously important. Switch the graphics to make this a submarine, make the tiles blue, and you're back on theme.
I grappled with tons of invisible walls here, since it felt mostly like a flat area, and definitely exploited the bayonet. Otherwise, it was nice to see some history covered here. Well done. It felt like there was some ambient sfx at the beginning, but then the game feels pretty silent afterwards.
Unable to access folder.
Visuals have a very Klasky Ksupo feel (Rugrats, Duckman, Aah Real Monsters). I got a grey square when the wolf got hit and wasn't sure if that was the intended art work or a bug, so am mentioning it. Everything moves very slow for a fighter game, so it may help just to speed up the walks and jumps for pacing's sake.