Asteroid Base by JOZGames 2023-10-05T17:37:52Z
I liked the premise, but was confused with what each block(s) did?
It wasn't very clear, maybe a little popup before hand to tell you what each thing is, or titles and descriptions for each object?
Foon → Ludum Dare Explorer → Users → Nimolas
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Viral Nexus | jam | 484 | 3.60 | 3.17 | 3.37 | 3.64 | 3.71 | 3.08 | 2.32 | 3.17 |
| 2024 | 55 | Summoning | 👥 | Eldritch Invoker | jam | 910 | 3.27 | 3.08 | 3.48 | 4.21 | 3.48 | 2.70 | 3.67 | |
| 2023 | 54 | Limited Space | 👥 | Downsizers | jam | 991 | 3.03 | 2.85 | 3.00 | 3.88 | 3.44 | 3.02 | 3.34 |
I liked the premise, but was confused with what each block(s) did?
It wasn't very clear, maybe a little popup before hand to tell you what each thing is, or titles and descriptions for each object?
I liked the story panels, very detailed and well crafted. I also like that after each level you scroll down to the next story element, nice touch. A simple game, although I don't really know how it fits the theme. Had a nice artstyle and fitting music though. Was expecting more than 1 customer at a time but never saw any change, so each level was just longer. I also don't know if their book selection is random or not.
I wonder if you do a worst job than perfect, if you get different story panels :thinking:
The credits scrolling through all the panels to get to the end was a bit of a shock though. I'd have though it'd just teleport there with maybe a fade to make it less jaring, instead of a pan. It does keep with the aesthetic of the game though, so maybe that was intentional
Overall decent little game, with a lot of room for expanding on a great foundation
Nice infuriating and addicting game. Good job. Would like to see a full version
This game was great, a bit laggy like others have noted but nothing game breaking.
A solid foundation to build off of, would be interested in a full release. Has some great potential.
Nerdy side note: Did you take a Cellular Automata approach for the cells and firespread?
@aidanbacon That sounds like Cellular Automata to me. Look into Conway's Game of Life. It's very similar to what you described.
Cool game, and some cool tech behind it
@majellan Thanks for the comment.
The concept was supposed to be that you are apart of a moving company, helping people to move into new properties. Each level would have a decreasing amount of space available to you to move the customers items in. We wanted to also make a system where users could design their own levels and share them to compete on scores.
Unfortunately, we focussed a bit too hard on the logic to get this to work, and were unable to finish with the amount of detail we wanted to show. Hopefully next time we'll pull back on our aspirations to make the theme clearer :sweat_smile:
@chrisbeck did all the models, and I agree, I think they're very cool. They spent quite a while making all those, and ensuring we have enough models for each type of room
@bastian-bresson @minjutin @natrist Thanks for the comments.
I guess 3 minutes was too long, and that the scrolling was too easy. Noted. Thanks for the feedback
We did intend to have a mechanic where you got more points for putting items of the same room type near each other, but we didn't have enough time to implement it. Funny thought though :joy:
It seems the code we used to work out where to place stuff was a bit hit and miss. In classic game jam fashion I immediately came up with a better way to do it after it was finished. You live and learn I guess.
Thanks for the gameplay feedback, we'll take this into consideration for next time. :triumph:
@pickydogfish @hiding-dev @pabloabraham @fatemperor
Thanks for all your feedback. These are all valid points, and stuff we dicsussed while making the game but ultimately had to cut back.
We're currently working and adjusting the game and taking your feedback into consideration. We can let you know, along with everyone else that was kind enough to review and leave feedback, when this version is done so you can see the ideas we had, and the new one's you have provided.
A good start for something in a new engine.
A few things I noticed though.
- Some pieces could turn, idk if that was a choice or not - The game seemed to be quite intensive on my machine, in terms of resources and size. Maybe due to the nice models and materials etc - I liked the exploding completed lines, nice touch - Maybe an extra spin on it as suggested in other comments might've given it a boost in replayability.
A good foundation for something in a new engine though
A good foundation for an interesting game. Fits the theme very well, and the music adds to the rushing/clostraphobic nature of the game. I think a few puzzles for each floor, or way to decrease the flow would be a good start.
It also felt like I was never in any real danger unless I stopped moving. Maybe there's a trade of for loss of oxygen and rate of rising water.
It was also quite intensive on my machine, maybe all the buidlings in the background added to that?
Nice little game, once you understand the mechanic it becomes trivial.
I liked the art and the music. How did you get those fluid animations, they look slick. Especially the transitions between states.
This is a cool concept. How did you manage to parse the drawing into something to spawn?
The music was cool and fitting. Idk if the grainy affect was purposeful. I also couldn't really tell if the monsters were doing anything? It seems if you spawn the same type against each other they just walk into each other
@0x0961h The summoning mechanic was supposed to be based on the four outter symbols. They would affect the type of summon based on how many you got. We didn't have time to implement that though.
The inner ones are the selected affixes that add bonuses to your minions damage. We wanted the enemies to spawn with random affixes too, but ran out of time.
Once again fell to scope creep
@suksu @bittripbrit @vkonstantin @sodoj Thanks for the feedback, we'll take that into consideration for the next one. Thank you for the words of encouragement and for giving the game a try :pray:
Cool game, although struggled to understand what elements countered what. With no key or clear indication it's kinda difficult
I think there's a decent idea here to be fleshed out. There currently seems to be no strategy other than spam left click. I seemed to cover 90% of the area when I did that. Otherwise a decent start to a potential game. The art was pretty cool and consistent. The audio was good too.
Idk if this is a Ludum Dare thing, but the game crops out at the top of the page. Maybe hosting externally might be better?
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Cool game, only figured out controls from @i-cam's comment. Listing them would be cool. What's the descriptor of "Brownie" supposed to refer to?
@codeserk Thanks for the feedback :heart:.
The game was designed with mouse in mind, so movement and zooming is done with the scroll wheel moving back and forth, and being held down while you move the mouse. We didn't take into account the different type of peripherals when designing the game. That is something we will consider for next time.
We also plan to rework the game and hopefully get a better more usable version up at some point. Stay tuned
A nice simple game. Difficult to discern direction through the map. Maybe the fireflies could be positioned to lead you
Simple game. Was difficult to identify what some items were. Maybe adding names to the "You can pick me up" popup. Overall ok though