Mia's Bear Service by Lumous 2022-04-11T10:20:06Z
This was a nice break from the endless violence in the game jam. Nice job guys! haha
Foon → Ludum Dare Explorer → Users → poontangular
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | I Am Coward | jam | 1205 | 3.05 | 3.42 | 3.71 | 2.94 | 3.18 | 3.19 |
This was a nice break from the endless violence in the game jam. Nice job guys! haha
I enjoyed playing this a lot, and looking at the source code has taught me a few tricks with GMS too. Brilliant!
I enjoyed this a lot, nice one!
As a fan of all things roman, I approve!
Due to the lack of SFX it felt a bit empty. However, I really love the concept & it was fun to walk around and see what you'd hidden across the map. The collisions seemed a bit off, I was sliding off most of the things I should have been able to stand on. I also kept running into other collision blocks on the ground. The lack of mouse cursor made it difficult to aim.
Final thought: It was fun, but could use a little tweaking; nice!
Love the movement. Superb voice acting.
This was a great entry! Took a while to get used to but it was really fun.
Things I liked: The graphics were superb, really loved the models that you used & also the filter over the screen. The music wasn't annoyingly repetitive (given that each playthrough is relatively short. The UI was really easy to use/understand (maybe it could be better with keyboard macros for each button the player can press? Unless that would make it too easy?) The game fit the theme perfectly.
Things I didn't like: The music had a gap between the end of the loop and the start of the next. The text box wasn't satisfying to click, so the tutorial felt too long each time. The timer starts even when going through the tutorial which for the first playthrough was stressing me out that I might die before I finished the tutorial lol.
Thanks for the comments guys! I can answer a few questions here: 1: Why does it fit with the theme? It fits with the theme because whether or not you manage to bridge your way completely across the map - you'll still always end up losing due to the wall at the end (if you made it, you'll know which one I mean).
2: Why is it so hard? I tried my best to make it as challenging as possible, but admittedly this was also amplified due to janky collision checks. I'm still pretty new to gameDev and making the bodies work as bridges was a ballache to work out, and still isn't perfect if you don't give yourself enough leeway. The score you gain per bird is always the same, but there are a few strategies you can pick up after a while of playing that make it easier to know how many bodies you need per gap & how many you can shoot for points. I'd love to see everyone's highscores!
3: Why is it not procedurally generated? I couldn't make it procedurally generated in 48 hours as that's a skill I'll have to learn and play around with over a certain amount of time, so for now - it's a finite map. Though if it gets enough traction then I'd be happy to look into it, as I also think that would make for a more replayable experience.
Hope that clears up some of your questions and thanks for the feedback!
Poontangular
@edmanbosch I appreciate the feedback; it's interesting for me to see you enjoying parts that others didn't and vice versa. Regarding the unreliability of bridging across - I've answered in a comment above, but it should be noted that there is a technique you can follow to get consistent bridges, it just takes a bit of time to work out. The collisions are getting a small workover over the next couple of days too which should hopefully make them a bit more naturally consistent.
As for the robot health, with less it was too easy, with more it was too hard. I wanted to make it more important to time your shots for the mechanic. A good middle ground may be to add another entity of some kind that is there strictly for points only. I'll consider this for my next update this weekend for sure.
I'm not keen on letting the player be able to build their bridge at any time, as that takes away from the core gameplay. I am however working on a second level that will present a new set of challenges for the player so keep an eye out for that!
Thanks again.
@arihan10 Appreciate the feedback! You discovered the optimal strategy faster than everyone else I watched play lol. Though, the bird spawns are random and can be few and far apart, so it isn't successful every time. The collisions are still a bit janky due to inexperience hence the bodies sometimes falling. The graphics were done very last minute lol, totally improvised. I appreciate the feedback, I'm working on a second level with a slightly different mechanic now too :)
@m-dam Hi! Thanks for the feedback. Sorry you didn't enjoy your playthrough. Actually each bird takes 3 shots to kill as some people worked out. This means that you can ''set up'' a bird before it reaches the area you want to drop it in. Thanks anyway!