Fungus War by skonkan 2014-12-10T12:02:00
Fun mini little mini RTS with good pacing.
I'm still not sure how it all works but I won anyway.
Foon → Ludum Dare Explorer → Users → pk
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | Super Space HexaGUN | jam | 231 | 3.63 | 3.65 | 3.63 | 3.87 | 3.54 | 3.57 | 3.62 | 44 | ||
| 2015 | 32 | An Unconventional Weapon | The Trials Of Chronos | jam | 624 | 3.09 | 2.55 | 3.13 | 3.18 | 2.06 | 3.50 | 40 | |||
| 2014 | 31 | Entire Game on One Screen | The Hyperbeam | jam | 157 | 3.68 | 3.41 | 3.91 | 3.91 | 3.68 | 3.34 | 2.10 | 3.61 | 40 |
Fun mini little mini RTS with good pacing.
I'm still not sure how it all works but I won anyway.
The game seems to close if you press W or some key in the vicinity.
Enemies seem to do nothing at all? My HP is always full and they never disappear.
You should probably verify that this build isn't broken(you forgot godmode on?)
Good concept, but anything that boils down to circuit design needs some more handholding.
The hitboxes seem to be much smaller than the actual targets too and the sensors seem to have some accuracy problems; A constantly spinning turret with a sensor linked to fire in round 1 will hit less targets than a constantly spinning turret that fire as fast as it can. A sensor offset determined by trial and error can alleviate this somewhat.
Also the input and output ends up overlapping.if you place logic blocks directly above and below eachother.
It's cute but I felt I had next to no control over the game outcome as they choose a target at random and won't get even slightly happy if I hotdrop their target colour on them.
The puzzles were well balanced. The art was consistent(though perhaps leaning towards a bit too much blue)
I really missed music though, even some plain forest ambient recording could've added some atmosphere. (I think there might be some track playing but it's very subtle compared to footstep sfx??)
You've done nothing wrong, it's just that puzzle difficulty increase quite a bit in room 3 and even more so in room 4.
(judging from player reactions, while making them I thought they'd all be too easy)
Room 4 also have an alternate solution I didn't intentionally design.
It started getting interesting when flowers appeared but it also made it much easier to fall off the map or get trapped.
It would not be a problem if you could restart the current level but having to restart the entire game makes it very hard to progress through these levels.
A fun search and destroy game concept.
Too bad the enemies don't search for you and shoot back.
(++++)Theme interpretation is great. Graphics are great. Gameplay is fluid and fun.
(-)Gameplay turns a bit repetitive perhaps a bit too soon, When item drops cease it just becomes a race against the scaling.
Great game, good job.
Good in all aspects. A fun little game.
It feels like a mini MOBA/RTS where you need to micromanage to survive a wave. I like it a lot.
Player movement speed is a bit low but I guess it leans more towards tactics than twitch combat. With a pause and queue system this would have some FTL vibes.
I like the concept and looks. Too bad there's no real levels or puzzles.
It works fine on my by now rather outdated computer so I didn't expect lag to be a problem.
What are your computer specs? anything particular that lags more or less?
The grasp gun can hold on to moving objects and you use that to get the other stars in room 3.
I'm uploading a version with toggle-able bloom/dof and some addition level tips to clarify this.
WebGL edition will be availible as soon as it stops crashing midbuild.
Hold Y to return to the hubworld, it says so on the giant keybinding plaque in the hubworld and also on the ESC-menu.
I guess I made a design error by swapping the first two tutorial levels so you get the text instructions for teleporting back on the second level when you already know it...
Good arcade feeling.
Cute graphics. But it feels like the ship is in a strong water current, some force that's clearly not the engines is pushing on it hard.
Found a game breaking bug(that I thought I fixed already). If you fail to clear a fleet in time only one additional fleet spawns and that's it.
I assume this is why GoodwolfStudio complained about so few and small enemies, because lots of fleets should keep spawning and you should face more and more and bigger(though not more diverse) enemies.
I'm uploading a new version with this fixed right now so please make sure you end up getting the 1.02 version.
The obstacles did nothing, I passed right through them without taking damage.
I also randomly took damage, as if I was running out of oxygen, it was as if my hitbox was in a different place from my character.
And when I was looking for the last heart I got stuck in a ledge and couldn't progress.
Great art though and the 2button control scheme was impressively responsive.
Fun concept, though difficulty curve could be somewhat less steep.
In-room checkpoints would've been nice
Great art.
Took a while to figure out that grappling and bat-throwing was the same thing and it made the grapple function pretty much unused as I didn't want to throw away my collected bats for nothing.