Delivery Boi by JCMonkey 2018-08-14T02:13:10Z
Cute sprites, one thing that bothered me was not being able to tell where the invisible walls at the left and right ends of the highway
Foon → Ludum Dare Explorer → Users → Nick Girardo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Boy saves local beachfront arcade from aggressive mannequins by throwing stones | compo | 3.65 | 3.84 | 3.37 | 3.93 | 3.25 | 1.66 | 2.00 |
Cute sprites, one thing that bothered me was not being able to tell where the invisible walls at the left and right ends of the highway
Pretty solid game! One complaint: the UI didn't make it clear how to use the compression screen for image files.
First off, working well on my mac Nice concept, I agree with the other reviewers that having to manage two separate resources is nice I liked the logos for the made up companies, reminded me of satire games from Newgrounds back in the day Unfortunately, this game does have some issues. Mainly, it is saddled by a tough to parse ui. Some examples: it is difficult to tell at a glace about how much of my current ram/ storage is used. The numbers require me to divide in my brain and hope I didn't miss a decimal place. It would be helpful if deals which I was unable to fulfill were somehow presented differently from other deals (e.g. red background, sign button disabled)
Fixing small issues like these will greatly improve your playability! Looking forward to what you can make in the future!
I enjoyed the jazz :) I agree with the @jcmonkey that the telling 6 and 9 apart was very difficult. Perhaps having the numbers be different colors could help with telling them apart at a glance I noticed that if you clicked the same box multiple times it would give you a different equation. I'm not a fan of this because it feels as though the block doesn't *represent* the equation Similarly, I wasn't aware that you could use the same piece twice for an equation until I read these comments (i.e. the _ - _ = 0 equation)
Really awesome game! Graphically the game blows me away. The spritework is really impressive, super cute player character. The detail that was put into him facing each different really makes the game feel well put together. As far as the gameplay, one issue I found is that it's pretty easy to trap yourself in a cave and not have to deal with enemies. Because the score goes up with time, you can get a pretty high score this way
Nice use of theme. The game could be greatly improved with tighter and more responsive controls. Hitboxes were funky, definitely make sure that it is obvious where hitboxes begin and end
The controls were interesting, but very difficult to use and not very responsive. I was never really sure how much I had to move the mouse wheel The detection for being killed wasn't quite great. Once or twice I killed the enemy and then later was killed by his attack. You can pass the enemy by and be killed by him
That said, the graphics were very nice, especially the character model, and with some more time for animation the characters could have really shined! It may have been unintentional, but move around after being killed got a good chuckle out of me.
I don't want to be too rough, because this is your first game jam. I can really tell that a ton of love and effort went into this, with the characters and the story. The result may not be the greatest game ever made but it was quite charming. I'm looking forward to your future games!
I really enjoyed the background audio, I felt like it fit the game pretty well. On each of my playthroughs, I noticed serious framedrops starting slightly after I was able to buy the first weapon upgrades. My computer is fairly old, but I think that you might have a memory leak somewhere. Definitely a bummer because I was really enjoying it up to that point
I enjoyed the opening cinematic I thought being able to see all of the "alternate universes" was very cool. The first time that the camera pulled back and I saw them side by side it was very neat. The core of the game beyond that was somewhat threadbare and left a bit to be desired. If there was a bit more to do, I could see this game being very, very cool
I have to agree with the sentiment of many of the other reviewers here: Some small tweaks could have greatly improved this game. Either the shrinking was too fast or the bonus for returning a box was too small. The controls were not quite responsive enough leading to a floaty feeling character which was frustrating to pilot on a game with a time pressure. It feels to me like there is a fun, exciting, fast-paced game hiding here that could be revealed by minor tweaks to this game's physics
For a first try it came out really well, great use of the theme!
Really impressive for 48 hours! Obviously more time would allow you to add things like animations and tune the game up, but the shell LoL clone came together pretty well. I was especially impressed by the minion pathing and AI
Very well put together! I'm impressed with the quality of game that you were able to put together in only 48 hours! You thought of many of the corner-cases that I would expect to be missed in a game made in such a short amount of time (e.g. all sigils covered by statues, demons being unable to make moves) Because the overall quality of the game is so high, the rest of my critique will be a bit nitpicky. - The angel units are tough to differentiate at a glance (although the art was perfectly serviceable for a game jam product) - There is no indicator under the currently selected angel unit -To switch active angels, you have to click on the currently selected angel before selecting a new one - It is difficult to discern where demons can jump. It would be nice if, for instance, hovering over a demon showed it's jump range
Once again fantastic, one of the best entries I've played so far!
Nice to see a Mac build, it's tough to find games to play with so many being PC only. Also, awesome to see bears stepping into the spotlight as a protagonist. The game didn't have too much going on, as I'm sure you know One issue that I had with your game was that it was tough to make meaningful decisions as so much of the game was random chance as to which tiles would fall. For instance, in one level the tile underneath me disappeared as soon as I spawned. As an example, if the tiles that were about to fall first had some graphic warning the player, the player could scramble to get away from the tile.
I had a similar core idea of a shooter with an area that shrunk while you played, but I think the way you implemented that with the corpses of your enemies creating obstructions was much more interesting. The game itself function pretty well but could use some more work to flesh out your ideas and make the game more exciting. The fact that you made this without having your whole weekend free is very impressive, but the strong core idea could have used more time to work out.
Overall, shows great promise, I look forward to seeing what you create in the future!
First off, it works well on mac and the fullscreen worked fine for me If my critique beyond this point seems harsh, I apologize because I really, really enjoyed this game so I am going to be a bit rough. Most of these are suggestions for if you wanted to turn this into a full release following Ludum Dare. For something made in 24 hours the quality is staggering
- The majority of my issues of this game were with the ui - When I first loaded it up, I almost dropped it because I couldn't figure out how to get started (despite reading your instructions in the description). Because the game is quite catchy and simple once you get into it, I must attribute this initial confusion to the tought-to-parse ui. - One thing I didn't quite understand at first was what "System" referred to. Obviously this is referring to the star system selected, but it took me a bit of time to realize that. I think if instead it said "Transfer to Alpha Centauri" (for instance) it would be a lot easier to make that initial connection. - When star systems were clustered nearby it became difficult to read their statistics. - Sometimes getting a menu off the screen is somewhat difficult. It would be nice to close them with 'esc' for instance. In its current state, I found myself clicking Colonize on systems the arc was away from just so the menu would close - On the same topic, I believe the game would be much easier to parse initially if impossible menu options were hidden (e.g. "Colonize" on a system the arc is away from/ "Send probe" to an already probed system/ "Transfer to Arc" on an uninhabited system) - Consider allowing the player to control the camera somehow with the mouse (e.g. click and drag open space). Not having to keep hands on the keyboard would be nice for comfort. - Many of the sliders weren't great. It would have been nice to be able to select common options (e.g. "Transfer all to System", "Fill arc") without having to use the slider
- Some non-ui issues - At the very beginning of the game, it doesn't make sense to probe nearby systems. A player can simply move to a system hoping that it is good and if it isn't they could restart. Perhaps having probes be a consumable quantity and starting the player off with 3 free could help with this issue. (Although this is an issue that many randomly generated games experience) - Often (especially during moving the arc) the game feels too slow paced. It is nice to be able control with small time steps during important moments but often that level of fine grained control is excessive. Consider allowing the player to increase the speed of time passing
Sorry for hitting you with this massive list of nit-pics, I definitely don't want you to take this so hard because your game was great. Thanks for making one of my favorite games of this LD. Looking forward to what you do in the future!
@spudboy When I went to submit 10 minutes before the deadline I realized I hadn't yet come up with a name. Also, I felt the need to hit the 80 character limit exactly :)
@nicksmaddog Sorry about that, I considered putting an explanation of that mechanic somewhere but I felt like it would be tough to avoid accidentally picking it up for too long
@ryanjavanshir Great idea, I'll try and work in some better options if I can get some time