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NegInfinity

Games

YearLDThemeGameDivisionRankOvFuInThGrMoCo
201637One roomGuardiancompo2823.353.182.753.654.473.6724

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Mood vs Overall

Comments by NegInfinity

LD37 — One room

13 jellyfish by Four Quarters 2016-12-24T12:49:00

Really nice visuals, and intro was great. Reminded me old sega genesis intros. Haven't reached the island, though.

Guardian by NegInfinity 2016-12-14T21:02:00

Thanks for the responses. Few details:

I managed to waste some time researching gothic arch proportions and trying to model fingers. Models initially had fingers, BUT after I saw how much time rigging a hand takes, fingers had to go. There was supposed to be a statue of the "Dark lord" at the back wall and tapestries, once again, those had to go due to the time limit. Cloak on protagonist was supposed to by physics driven, BUT I've hit a glitch with cloth system (this one doesn't play with scaled meshes, apparently), and had to ditch the idea ASAP. Making two-sided shader for the cloak took some time as well.

"Gliding bug": Afraid I managed to overlook this one by accident :-\

"Combat system": I would have liked to have blocking, dashing, and initially thought about having destructible armor pieces, BUT couldn't add those features due to time limit. For example, dash support would mean at least 4 more directional locomotion anim loops, and block would mean one more "being hit" anim and one more "deflected" anim per swing for each attack. I've also managed to run into issue positioning pole targets in blender (again) which wasted at least half an hour.

Currently protagonist has 4 locomotion anims, idle anim, death anim, two attack anims, and actually alternative (unused) idle anim, and few botched animations that are unused. Gold knight has roughly the similar setup, but has unused block anim clip. Wizard was easier to animate than both melee characters, because I could forego 3 of the locomotion animations on him, but I actually wasted more time modeling actual mesh.

After finishing the wizard I realized that I'm starting to get behind the acceptable speed, and extra animations had to go, and I had to rush creation of the "Gold Knight" as well. Also, initially I attempted to make few more complex anims (for example, protagonist was supposed to have circular spin attack animations, and the wizard was supposed to wave/spin the staff in air for complex fireballs), but those proved to be troublesome, and had to be cut as well.

Basically, due to the time limit a lot of features I'd like to see had to be cut or dropped, and that left with the game in the current state.

One disappointing thing was that at the very last moment I realized that I'm running out of time for making proper music score (roughly 4 hours before the end of the compo), have no sound effects (tried sxfr, it didn't quite fit the game) and misplaced my synthesizer's audio cable to boot (aand of course the synthesizer couldn't write *.wav files by itself). So, I had to settle with the game in current state, and instead polished UI looks a bit, designed window frame sprite, wrote some story/instructions and found more suitable font.

So, a lot of compromises were made and a lot of potential features had to be dropped. Either way, thanks for the feedback, responses, and votes. ^_^

Regards, NegInfinity.

Non Euclidean Room by NuSan 2016-12-24T12:24:00

Really nice visuals. Reminded me of a demoscene demo I saw somewhere in the past. It is inspired by escher's drawings, right? Getting portal/prey mechanics to work in short entry is also quite impressive.

The only issue I had is that first person controller have significant amount of horizontal inertia, and it sorta feels out of place. I also occasionally get a brief dark "flash" when going through portals (meaning for one frame the whole scene is cross-hatched with a darker shade), but it is barely noticeable and doesn't happen often.

The Recursive Dollhouse by Omiya Games 2016-12-24T13:21:00

Really liked the music, and UI is nicely designed. Core mechanic is interesting. However, 3d fonts being displayed in the game could use higher resolution, on FullHD display they're very blurry. Ambient Occlusion effect feels too strong. I think visuals could be improved.

I think the mood of the scene could be improved isf if there was geometric clutter in the room, and if those jumping balls had some sort of "circus ball" texture on them. That would fit music well. Some highly tiled crispy texture with geometric patterns (kinda like kid's room wallpaper) inside the houses could work as well.

The core mechanic is interesting, and it probably ate the most development time.

The Coldest Cabin by Brian Mayberry 2016-12-24T13:02:00

Nice audio ("mouth shotgun" :-) ), and great visuals in the forest. Death results in black screen. Bars seem to be moving a bit too quickly and restore too slowly. Amount of "hunger" restored by food items feels quite small, and cold bar fills up slowly as well. Main menu could use some sort of logo, it feels like it was placed at the last moment.

Visuals and audio are great, though.

Cozy Taxi by ocarson 2016-12-15T20:52:00

Liked the music and intro screen (I ran out of time to make music for my compo entry). Very well done. Only got one bunny. The car is hard to control, feels very heavy, and in tight spaces camera may end looking at car from a fairly unhelpful angle. I think it could be a good idea to try more noticeable shadows (there are barely visible shadows on the floor, not sure about the rest of geometry), but not sure if it would fit with visual style.

One Room - 30 minutes earlier by wowa_u 2016-12-24T12:14:00

Very nice visuals, really liked them. Would be nice to have walking animations for characters, and some sort of "higlight" when mouse is moving over interactive elements. Background chiptune would be great too (then again, I also ran out of time to make music in my entry, so...).