Foon → Ludum Dare Explorer → Users → PixelRetro
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | StealthShifter | compo | 502 | 3.18 | 3.11 | 3.18 | 3.32 | 2.24 | 2.68 | 2.96 | 55 |
What a slippery triangle
Very innovative, I love it <3
In my opinion nothing more has to be added (except some sounds maybe and the more levels the better).
It's surprising to see so many community features in a Ludum Dare entry, great!
But I think the game has to be faster or there must be more different objects a level can be built with, in order to make it more complex (I have to say, that I have only played the tutorial level and one community made level, because all level buttons were placed on the same position).
Also, you should introduce the color change mechanic, BEFORE the player needs it for the first time or write the controls into the description.
Solid platformer, but some levels are frustrating, because your only way to find out how to overcome certain obstacles is to die, for instance, at the end of the last level you have to be a square, but when you find that out, it's too late and you have to play the whole level again.
Checkpoints would make this acceptable.
Wow, that was really interesting, I like it. I think the controls can be improved, I had a really hard time trying to hit the tongue.
The graphics are cute!!
My Highscore is 16791!
The game is fitting to the theme and is challenging (has a nice difficulty curve). And I also like the doodle art, especially the giraffe.
You mentioned a score multiplier mechanic in the description, but a visual indicator in the game would be nice too.
I think the player (and the enemies) should not be able to switch formations at any time, because when running into an enemy, he could switch instantly and when the AI is very good or the enemies are controlled by another player, winning or losing is decided by sheer luck.
So I would recommend to implement a cooldown on the formation switch and maybe add more players or add walls to the map in order to make it more packed.
Nice physics and idea. The gameplay together with the music created a very relaxing atmosphere.
I like it to see a text adventure in the game jam, and I always love to see some procedural generation, but the game is currently too simple, the player does not have much to do.
Also, I keep dying, although I have lots of bread in the inventory, because I forget to eat, .
Simple concept with challenging levels. The music and sounds fit to the game, but the music loop is very short (and may get a bit annoying).
Some of the levels were very difficult to beat and I think the best way to ease things up is to remember the changes made to the initial state of the level, when the player fails and only revert to the initial state when the players presses R and no input should be accepted while the level resets.
The game looks so polished, because of all the nice animations.
Simple, nice graphics, all assets fit together very well and it's good to have sound effects for the most important actions in the game (although the high volume of BFXR sounds always startles me).
I think more bullets (therefore probably meaning more enemies) are needed in combination with your time mechanic. I would also try to remove, that the bullets of the player can deflect the bullets of the enemies, because the player can carefully plan his/her movement to dodge the bullets.
Quite a nice idea, but it is really difficult to tell the sounds apart, they are not different enough and when the sound of the block is played together with the sound of the wall, things get REALLY HARD.
Took me a while to get it. Fitting to the theme, nice music and interesting concept. I like it!
I like that elevator!!
I had a similar idea in mind. It's great that you get less points for being small to prevent flying around as small as possible.
But it's a bit difficult at first to hit the holes, because of the perspective.
@Strike Input isn't case-sensitive :)
It's great to see a board game!
I really like your idea and game and I think it has potential. In my opinion, the player needs more options, what he/she can do in his turn and the complexity in general must be increased. This may be achieved by more complex boards, where there are more spawnpoints and maybe even more bases the player has at the beginning. Hexagonal or octagonal maps could also lead to more interesting clashes of the opposing minion.
To add more options the player can choose from, you could let the player choose a minion from a certain set of different minions in the spawning phase.
Another idea would be to draw a card instead of producing a minion in the spawning phase.
But I think when you are going to continue or extending the game it is very important, that the ATK/DEF switching mechanic is/stays an integral part of the game.
Killing the enemies sure is fun and I like the art style!
Nice graphics!
Although it is
Nice graphics!
Although it is a bit repetitive it is still fun and motivating to score well, maybe because of the responsiveness of changing the shapes (animation + sound effect), or the fear of failing, because because of that friggin loud sound, that always scares me.
Also, you should not force the player to press enter when he/she has finished.
Simple, but fun idea! Nice, fitting graphics.
There is one thing that bugs me, when you kill a human then it also destroys all projectiles shot by this human, this makes things easier, but it does not make sense.
I like the graphics and the idea! In my opinion the hummingbird should also move with a constant speed, I don't like that you suddenly stop when switching to the hummingbird. Checkpoints would have been nice.
Simple and fun game, but it has to be more challenging and when you miss one shape it is likely that it screws up your whole game, because you fail again and again, because of the transforming, which should also be faster.
GREAT Music and good graphics!!
But the game is too easy, for instance in the second level you can just stay at the ground to evade nearly everything and as a fish you can swim to the top and no enemy will get you.
Really nice idea!! But reordering of the shapes should be on the same screen as the level and the order should not be reset every time you restart the level (I had to make some notes, because of that).
It's a nice idea (and has a funny title), but it just seems too easy, I keep beating the levels by doing something without much thinking. Also, there are so many level (I've played till 26)!! Are they procedurally generated?
At first, the game seemed impossible to me, because the platforms are too far away, but then I realized I can jump much later than expected.
I think shooting is not necessary, because the bear may also be able to crush the totem and the bird enables the player to fly over all platforms. You could implement a time limitation for the transformations.
It's a pity, that there are only tutorial levels, but I like the graphics style.