Dr Who Text Adventure Game by Quacky22200 2017-08-01T04:52:37Z
Yeah didn't exactly have time last weekend to finish any story/gameplay to it. Def. a new experience trying to get it done in time.
Foon → Ludum Dare Explorer → Users → Quacky22200
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Spider Dash | jam | 1580 | 3.34 | 3.46 | 3.16 | 2.88 | 2.98 | 3.40 | 3.33 | 3.20 | |
| 2017 | 40 | The more you have, the worse it is | Cluedo-This (Text Adventure Game) | unfinished | ||||||||||
| 2017 | 39 | Running out of Power | Dr Who Text Adventure Game | jam | 2.33 | 2.00 | 2.33 | 2.00 | 2.00 | 3.33 | 2.75 | 3.00 |
Yeah didn't exactly have time last weekend to finish any story/gameplay to it. Def. a new experience trying to get it done in time.
Really interesting game, I found it very challenging so it's a good mind bender trying to make sure the multiple cubes go in the right order without affecting another. Although personally I don't think it really fits the theme at all.
Really like the cold effect that goes on, I think it might have been better to make the screen darker than just blue and for the effect to come in a little later, it seems to come in a little early and stays there. I also think that when you start getting colder, the countdown should get progressively faster which will be harder to recover back to warmth (seems a bit too static). I think the game has really good intent but is let down at the end when you realise you only have to survive to put the fish in the river at the top of the mountains. A few bits of wood and you're sorted and you could likely survive in one go. Sadly this makes the survival tactic a bit pointless considering how easy it is to finish the game.
Nontheless it's still an interesting concept and I like being able to only carry two things. It can feel a little limiting but when trying to light a fire or use the soup you then have to organise your slot. You can easily keep the fish on your back though.
If there was more time it would be intesting to find more content around the map rather than just trees, I ended up blindly walking everywhere to see where to go or if there was more gameplay.
I found this quite a spooky game so you definitely set the mood and felt drawn in for the majority. I was definitely worried about the light running out however I noticed a few things that I think could help:
- I can walk above the maps 'trails' which allows me to cheat and thus find things quicker - If I find a source of energy there's nothing stopping me to just sit and wait until the torch nearly runs out so that I can get a 'full refil' which makes the game too easy (something that chases you to use torch fuel or keeps the player moving would be a good tactic) - A discovery map could be useful to help me from getting lost (but not important), could be toggled too - A mechanic introduced where running uses more torch fuel would make the game harder as I was just running everywhere (walking feels too slow) - The energy ball/fuel source could do with only filling up a certain/random amount to make the game more thrilling - I managed to fall of the map due to my first point, which meant I was able to keep falling until the torch ran out - I'm a bit unsure what counts as a score (except 'surviving') hence why I stayed before picking up fuel as I expected this could give me more time (but time wasn't actually measured), and would allow me to think more, which I feel should be a 'mad dash' to the end from the mood I was getting. - The torch seems to just turn off near the end before the fuel actually expires. Perhaps a gradual fade which makes it harder to walk about would add to the mystery/difficulty - Some more mysterious music/sound effects could make this even more scary than the same sound effect
Love the juice on this game (i.e. the grabbing the next tile and mario 'death jump'). It's so innovative and really like being able to control the game in such a different way. I solved all of the puzzles and did slightly wonder when it would end, but 10 levels is a really good number to finish on. Well done on such a cool game!
The angle can be hard to understand with the interesting snowflake like carpets, and can feel difficult to navigate because of this. Making your own fairy would have scored you better, and the main music/sfx sound too 'Disney'-like to seem fair-use/original, otherwise I would've scored higher than this. The theme works but the mechanics feel a bit limited, perhaps ran out of time? (edited spelling)
Really nice game, music and graphics are great. The game reminds me a lot of 'Lemmings'? The controls felt a little confusing at first (selecting/assigning workers) and I like that you have to start moving all the characters at once since the train starts moving instantly.
It's a very big shame that there was only 1 level and I'm guessing it's because you ran out of time. It would have been interesting to have a spawn only X amount of workers to make the problem harder to solve and making sure to use the right amount of workers, or to have different workers spawn for different tasks if you were to make the levels more advanced. The biggest reason for this is because it's easy for the player to spam space bar to give people enough workers to do every task as easy as possible.
Thanks, I'll checkout your game. Animation was fun to try out this time :) I've managed Easy and Medium, so if you can beat hard, you'll have beaten me...
Thanks for playing @weine, the legs are out on season ;)
(I actually had never noticed until someone pointed it out, but enjoy the pun anyhow)
@icxon Btw you did actually win 2 from what I can see, one you seemed to accidentally skip (3:58), and the same at 5:26. A small bug shows that you still had time on the clock but you won, this is shown by the message 'Nice try but easy is for wimps' and a different music track, which can feel slightly misleading. The title should be more like 'You won, but that was too easy...'. From feedback I've also heard that the retry key should be 'R' rather than space as this can lead to people skipping the end title (as you had witnessed). The fade/scene change is a tiny bit slow due to the animation which leads people to "frantically skip". Hope that helps.
A small update has been pushed which has fixed some of the issues following feedback. - Fix [Space] binding to [R] - Fix confusing winner messages - Fade in faster, remove 1s before loading - Fix winning 'Time leftover' > 0ms
My fingers are now sore. I upgraded everything I could to the max and think it was probably one of the biggest click-baiting story games I've witnessed. The only issue I have is accidentally skipping the story from over-clicking. Letting the hunger get empty doesn't seem to do anything, and you don't lose? Great voice over and graphics/juice. Well done on such a great release.
I'm a bit unsure how to progress in this game. I tried to find out what could potentially kill the vip and looked around but somehow still dies in the process and can't seem to progress any further. I think it has a lot of unlocked potential if you had more time, but it feels quite unfinished/empty and I think it's likely it was supposed to have a lot more content? The mechanics were implemented well and the graphics/modelling is quite good. The menu introduction audio was well welcomed. The mystery element also works well and the ability to spook others with your gun is a nice addition.
Nice concept! I don't feel you can score the game on humor based on the game's nature of survival, but despite this you can really feel the mood coming in with the night full of cold, desolate, darkness. Nice HUD effects when cold, and the explosive gas can is a nice bonus, if very shocking... Burning toilet roll in these times seems evil. Art is superb, fireplace sounds are gorgous. Nice alarm clock reference. The gameplay does feel a little long/repetitive due to the nature of fire burning, which is a very good theme choice. If you had more time it would be interesting to see how this could be expanded into something greater with perhaps more backstory...?
Love the tanks, very fun to try and keep escaping and shows that some tactic is needed between protecting the blue person (who can revive you?! what!) but also killing the enermies without sacrificing yourself.
Sadly the blue person often dies trying to save you, some kind of limited AI 'to attempt' the revive and avoid enemies would have been welcomed if you had more time. Whilst some may like the checkered background, I found it a bit lacklustre? Some other graphic being added in the background could have improved this?
The slide-kill joult can feel very disorienting at first. The slow-mo is a useful tool but can easily be overused. My favourite part of this game is using the following missiles kill the tanks/enemies and a cool tactic/inclusion.
Nice game, like the duck-grampa collision which is a nice touch. The music is good. You can't seem to cancel an aim? I would have welcomed a better 'walking around' mechanic than the constant back-and-forth.
Really like the wall defence ability. I think the enemies are too fast and the gun too slow which make it very hard to get past the first level or to upgrade before that time, and whilst I like how the player follows the mouse; only having forward and back feels a bit limiting. Due to the difficulty it means that I relied heavily on the wall defence than trying to destroy (probably aiding to my terrible gameplay). It's a shame the lava isn't actually a hazard as that could have been something to add in the game. Overall though, it's a good tough game to play.
Good use of the theme, not sure killing babies accidentally in this game from bad skills can add to the score of humur, and some more sound/music could have been nice. A bit unsure of the current sound effects, maybe you ran out of time? The graphics are functional but perhaps could have done more with it, and can see it improving in future. I like idea of the trampoline and paramedics. I think it's a little harsh that babies are killed if they touch the buildings, and I think something more could be added than just a score of how many you've bounced, just so it feels that there's more resolve? The movement of the trampoline feels like a classic game :) Overal good work and look forward to next time