Total Extinction by Samuli 2023-01-20T03:16:03Z
Super cool! loved the graphics and feel
Foon → Ludum Dare Explorer → Users → ofoof
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Super Space Rescue Game | jam | 829 | 2.55 | 2.32 | 2.32 | 2.51 | 2.48 | 2.36 | 2.90 | |
| 2023 | 52 | Harvest | 👥 | Food Flinger | jam | 3.38 | 3.77 | 3.75 | 3.60 | 3.05 | 2.94 | 3.37 | 3.18 |
Super cool! loved the graphics and feel
@justinmullin yeah I was really trying to make the game fit the right size and spent a while doing it. This was my first game jam so I didn't really know how to fit the camera and just made it fit if it was fullscreen 1920*1080 or at least my monitor size. that's definitely what I will need to learn before next jam. oh and yeah we were going to maybe do food request type of thing, but we just did a x3 powerup to save time
https://ofoofgames.itch.io/food-flinger or https://ofoof.github.io/FoodFlingerWebGitHub/ for web version. Ive just got it working today.
Screenshot 2023-01-25 062119.png may have encountered a bug
I liked playing this a lot. The style was very cool. I think in general the lighting is fine, but I would like something like a flashlight maybe, or whatever is needed to clear up the few darker sections. There was some camera snapping, and overall I would've liked to have been able to have been able to lower the sensitivity. I really liked how the learning curve felt. I first learn to shoot and interact, next run im using stuff from the inventory, then after that i figure out i need certain key items, figure out how to use the second gun, and eventually win. It definitely felt like a challenge at first, and was satisfying to overcome.
This game was super awesome. My biggest issue was that many times it felt like I had the right (or a right) solution, but it took me much longer to finish the level because I needed very precise placement for enough area of color over the lanes. I felt this was most prominent when I needed many signals in one spot, which became common due to how the level layout had limited overlapping choke points. There was usually one spot where all signals overlapped, and not too much overlap besides that, or it was very close to the other area that needed large amounts of signals, or could not be used due to lack of splitters/towers. Three solutions to this I can think of would be 1. Change the way the levels are designed somewhat so that a more diverse amount of areas are viable for tower placement, such as multiple chokepoints with different lane overlaps so that there can be multiple configurations of where you might place your emitters for more thoughtful tower placement 2. Add traditional tower defense game style upgrades such as area size or damage rate so that clearing a level might depend more on upgrade allocation than pure precision. 3. Add some kind of toggleable grid so that placement can be determined by calculating positions rather than just trial and error. The reflectors became a little bit annoying to use precisely because of how the reflection plane did not rotate in the center of rotation.
Despite how I just wrote a ton about this issue it wasn't too much of a hinderance in having fun, and after having finished both levels 1 and 2, I am excited to play through level 3. The mechanics of this game were very unique but came pretty naturally. The quality of the game too is very high, and I see it as a game that could be fun to play for a very long time if it had the levels for it, but for a game jam the content and level amount blew my expectations out of the water anyway.
this is like the third time ive built it, hopefully it works now. The start screen's visibility was set to off.
OK the game is finally working ive been having build troubles. first time exporting with godot i guess. this is like the fourth attempt.
Nope its still kinda broken I have no clue i guess
It runs just fullscreen wont work properly, which was what the first build did, but i thought i fixed it and clearly did not
The scoring system is messed up now so i guess have fun with negative scores :crying:
web support has been added
@miclefirst thanks, I would've appreciated it if you waited to make a review the first time though
unfortunately not lol
The insta land strat is too op... I started doing it, and then it gave me an upgrade that would do it for me. All you have to do is speed up a plane if its going in the run way the same time as another one. At day 30 I had to call it quits, but I wanted to see how long it can run "by itself", so I set up a macro to auto depart planes out of the top runway and click the next day when it appeared. I started with about 15 mistakes, and it made it to about the end of day 50, making 35 mistakes in 20 days, so theres around 2 crashes you have to avoid per day it seems. Cool game it was a lot of fun
I wasn't sure how the levels worked but its pretty cool
I had a little difficulty on the third level with moving the camera around. I would move my mouse out of frame and wouldnt be able to pan in time, or i would pan soon enough, but would be unable to then switch the signal because i had to play all the way zoomed out for that level. I was able to get a 9/10 for it. The other two levels I had no issue with. I also was unaware of panning and zooming until the last level because apparently I am illiterate, and so I had some trouble knowing where the trains were meant to go at first, but that's more of a me problem. There were a few times that I would click a signal and it would seem to do some kind of double click and the signal wouldn't change but it didnt happen often enough to really have huge effect on my enjoyment. I like how the levels felt to play other than that. Pacing of trains and how often signals had to be changed, and difficulty curve especially for the three levels worked out quite well for me.
I do wish there was a way to input code faster, it felt pretty slow at times, and i would start on a new letter before it confirmed the last one i also wish there was a way to remove the code tip for the forced responses, and you couldnt input while it makes the error noise. sometimes i would mess up on part of a letter but finish it out, which would reset and input into it again causing another error
Pretty cool game! Firing felt really good. The audio you found and the neat animation worked together really well. some of the best graphics ive seen this jam, and overall felt quite polished in what features were added
This game ended up being really fun to play. At first I did have some trouble with knowing if the bomb connected or not, since it only clears the asteroids at the of the explosion frames when its in it, sometimes an asteroid would pass through the explosion without getting removed. I would also like to see a way to increase asteroid spawns/ have them spawn new ones from the sides, since after a few bomb upgrades I often felt like I was waiting around for the level to run out of time after everything was cleared. I really liked how the upgrade progression felt, and once I got the hang of things I wanted to keep going until I maxxed out all my upgrades.
If I could change one thing it would be separators between the zeros for purchasing costs. your wallet has separators, but the costs doesn't and the stylization (which looks really good) makes it harder to read the zeros
Cool game. I feel like the mechanics in the last room could've been expanded upon more, since i ended up just sending one at a time though the whole thing