Stupid Sacrifice by Oneki 2018-12-11T16:48:54Z
@kaeveris Don't we all? :) Hey at least it made the "it's getting quiet" line work easily. You lose some, you get some.
Foon → Ludum Dare Explorer → Users → Oneki
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | Blank Spaces INC. | jam | 807 | 3.18 | 2.87 | 3.28 | 3.20 | 3.15 | 3.37 | 3.09 | |
| 2018 | 43 | Sacrifices must be made | Stupid Sacrifice | jam | 689 | 3.22 | 3.07 | 3.07 | 3.47 | 3.47 | 4.00 | 3.35 |
@kaeveris Don't we all? :) Hey at least it made the "it's getting quiet" line work easily. You lose some, you get some.
Enjoyed the moodiness. Being a collecth-a-thon some challenge would have been nice. Platforming, maze, puzzle solving. Now it was just an aimlessly running around. Have found all the bones quickly, though. Not sure whether any parts are proceduraly generated as you run around.
Got lucky on my first run, by getting all the bones in a perfect order. Second run though got 5 skulls and only one chest. Liked the I guess randomly generated chanllenge it brought. The way each dog went and burried a stolen bone back was great.
Humour wise you didn't get enough out of the creepy suburbs, where absolutely everyone has human bones burried on their lawn.
Here's your well deserved high scores. Great take and execution on the theme. Me and my girlfriend played together and both got invested all too heavily, scared of making the bad choice of words :)
Had not reminded me of any popular or existing Euro-style board game whatsoever.
Enjoyed the theme and the JPRG-ness of it. Maybe a little too ambitious for a jam? :D Solid writing, wish there was more direction.
It's ridicilous how much of a complete game this is for a jam. Really well done! I was fighting with controls quite a bit. Wanted to WASD for movement, but the menus were Arrows only.. so I switched to that, but then jump is on W... oh well :dog:
Awesome toy. Hits what it's going for.
Parody is always this huge pendulum swinging between hilarious and cringe worthy moments. Personally found it touching the comedy. Nice little thing, can't imagine playing another 5 minutes due to a perfect depiction of the sub-culture.
Feels like a mix of Lufthausers and Flappy Bird. My 2 cents would be to focus on either the combat or the hunt due to the jam time constrains. Deepen the design mechanic, rather than widening it. Better visual constrast between the player actor and background (ie. coloured beak/feather, gangster bandanna).
Dik za hru :)
Exactly the same experience as @shinmera. Would have loved to see more, the tripy appearing walls are dope.
@bilalch213 Thanks for playing an rating. Returned the favor :)
@xenoxygene Thanks for playing and rating. Enjoyed your team's game!
Thanks everyone for the feedback and rating.
@pedro-miranda Definitely fidly, as physics based controlls tend to be. My first experience with them here. So happy for feedback such as this to try different things. Controls sadly, as you likely know, are something you lose the idea of how difficult/easy they are without other people.
@mickxe Tested on the Xbox One controller only. Thinking about it, likely didn't add specific setting for DualShock. Thanks for the feedback. Sorry it stopped you from playing.
Thanks @mahalis @hiveminds and @dominas for the kinds words and feedback. Happy you find something intruiging about the control-scheme, as have I. I'll be working on the v2 next week, hopefully something good comes out of it.
@jamioflan Right-o on the theme switch, for the game as is. The idea was the get to the starting point, where you would then start with nothing (but your own knowledge). I tried to at least play a bit around it within the writing, which is quick to produce during jam.
Thanks for the play.
@sheepdog123 Oh no! I'm sorry about that. Any other Unreal Engine 4 games that do that for you?
@sheepdog123 There are some runtime libraries that I have not packaged in since it adds into already huge installer. I'd say you've managed to avoid all of those up until now or missing one of the files. I can repackage, you'd have to re-download. Let's wait for a new version of the game to make it worth all the hassle. This was super helpful feedback and something to look after while distributing. Thanks :)
@sheepdog123 I'm good thanks. :)
@karrar-home-student Thanks for playing. Your thang was a breeze to get through, thanks to the 'god mode' on :wink:
Pretty nifty strategy game. Looks like you got already tons of feedback, so won't overburden you :). Kudos for taking the leap on making strategy with awesome pixel art in a jam environment.
Full fledged. With games like these one always wonders, whether it has been an idea brewing in your head for a while and it just needed to come out.
Pretty cool concept that works well. Camera was in the way after a few blocks. No checkpointing at level 2 made me quit the game after 2 tries. (couldn't figure out how to get over the water and getting all the blocks repeatedly was a no go for me). Also my beefy computer could feel the voxels performance-wise. Thanks for the game :)
Adding to the lots of comments here: great entry. Clever game design, loved the finishing touches on squirel's animation, the flowers under the feet, golden acorn at the end, dynamic soundtrack. The whole world really felt like coming out of nothing to something.
Would have added credits at the end :).
Such a thick atmosphere! Transported me to Nick Cage in Mandy. Love the experience twist in pretending it's "another obvious" survival game, but no-no there's some creepy shit here instead.
Controls would have been nice in-game. Couldn't summon with the scroll, after trying really hard. Stood next/on top off/under the pentagram, all 4 candles were already lit, had a skull... pressed everything and nothing :(
Lots of art for a game jam, which is encouraging. The music and sounds were ruining the atmosphere for me, would have rather went with the option of no music at all than this. Same for SFX. Hard to orient around.
- Enjoyed the setup, writing and the logo (my graphic designer background speaking). - Did not enjoy you reminding me I have a stupid brain that enjoys opening booster packs all too much.
Pretty alright! It was hard to gauge where individual bots are heading to, proly would have liked them to take a bit of time when just about getting to pull the lever on me (something around the lines of the last second of a timer in most videogames is much longer than a second).
Appreciate you leaning into the start and continue with nothing. Improving the player's knowledge and skill instead of their avatar is a wise design choice. I think that makes for a potentially stronger design, which is much harder to build a sense of accomplishement around.
Loved the graphics, the take on the one song all youtubers are playing and I can't figure out which is it. Game-wise a bit more than a clicker. Small quirk in UI - for the pattern where two of the rectangles are cut in the middle by a narrower one, it just look like a perfect center (as every other precision game has), but here it's a miss. Was not clear. I can see some people enjoying this way more than me :).
Good use of everything Unreal Engine 4 has to offer from the get go. Is the post processing custom and different from regular Kawahara (https://weekly-geekly.github.io/articles/358262/index.html)?
As for the story, it's something first-year art students come up with. Trying to be deep and heavy, coming off as pretty shallow. Sometimes trying less is better :)
Well you finally made me lookup basic musical theory. 0-clue how the attacks work, why am i getting transported (felt like a bug). Overall liked the music and 3d models. Feels like a large ambitious idea for a week, rather than a weekend.
Couldn't move around, as crochar said W and A don't work (in Firefox if it matters). Applaud your team for trying to bring more games to education.