Karma Cycle by atrodo 2014-08-25T11:25:00
I couldn't figure out how to play. I try to attack other witches or familiars, but always get a message saying that it was unsuccessful. I don't know how to convince other witches to join me either.
Foon → Ludum Dare Explorer → Users → Ramperkash
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Chain React TD | compo | 518 | 2.75 | 2.55 | 3.47 | 2.30 | ||||||
| 2021 | 48 | Deeper and deeper | Mayhem of the Moles | compo | 862 | 2.55 | 2.50 | 2.36 | 3.52 | ||||||
| 2020 | 46 | Keep it alive | Volleybody | jam | 2298 | 2.90 | 2.69 | 3.50 | 3.85 | 2.37 | 2.50 | 2.34 | |||
| 2016 | 37 | One room | Flip | compo | 357 | 3.20 | 3.06 | 3.63 | 1.81 | 26 | |||||
| 2015 | 34 | Two Button Controls / Growing | Stretch | jam | 22 | ||||||||||
| 2014 | 30 | Connected Worlds | Trading Strategy | compo | 1105 | 2.50 | 2.04 | 2.88 | 3.52 | 2.24 | 2.14 | 2.45 | 42 |
I couldn't figure out how to play. I try to attack other witches or familiars, but always get a message saying that it was unsuccessful. I don't know how to convince other witches to join me either.
Great idea, but the controls are a bit frustrating as it is very easy to move things around unintentionally.
Try to connect to planets with low red bars at first, to conquer them first. You can also break connections between planets by dragging again.
I really like the look of the game. In terms of gameplay, it's a bit frustrating how you have to counteract the gravitational forces, since you can only propel yourself forwards.
This is a really cool idea! I think the only issues I had with the lies in the card balance, I found that drawing a specific card could completely make or break your omen. On top of this, some of the cards have random effects, and the difference between the effects are quite hectic (+2 vs -2 health removes a lot of planning potential for example). As far as randomness on cards go, I think the Devil is the closest to what it should be (if any).
The best cards were the ones that interact with other cards, like (x2 all values of previous card). Adding more like that, would improve the game a lot I think. Maybe have cards always have at least some value, so that if you get only utility cards, that you can still do something with your omen.
At the moment this is a really good once-off experience in my opinion. With work maybe it could be more than that and be replayable. The music was a great touch, as it definitely made me start stressing a bit that something was going to happen and that I had messed up; that said, I think having audio cues like that might end up hurting it if the game is not a once-off experience.
The zooming felt a tiny bit off, but it's a really great idea. Maybe completely capturing the mouse and making it scroll quite a bit slower while zoomed in. Like other players I also unsure if I was doing the right thing; in ignoring all the silhouettes until I finally found a sniper and shot him. That said, the game also froze when I shot him, so I didn't realise there were multiple levels even.
@gronther and @danial-yong: You're definitely right; the level design is bad. Not only that it makes learning the game tough, but also in a few other ways. Thanks for the feedback, if I continue this game, I'll definitely be looking into level design way more.
@koolruz Thanks a bunch for the input on the movement, and for putting so much effort into getting the hang of the game (as everyone has noted, it is hard at the moment). On the movement stuff: I usually try to make games completely physics based, but I was trying to take game feel stuff into account (basic example: the character drops faster after a jump) and also apply it to the alien which is why he always moves left/right at a constant speed. I'm glad you managed to get into the flow of it and noticed that you move at the same speed as the alien; I think I should have somehow communicated that better, as I assume most people would try to use the sprint speed from the start. Also great ideas on guiding the player with the fruit; at the moment they're just put in various places to challenge different "tricks" possible with the current game ruleset.
Thanks everyone for the feedback so far, and sorry if it's a bit difficult to play ;)
Quite ambitious, and very impressive how far it got! Unfortunately it's a few pieces short of a complete system it feels like. Apart from needing to figure out that the programmers take/put stuff from conveyor belts automatically (not needing to feed it straight into the cubicle) it didn't take too long to get to a point where I didn't feel like I could optimise further apart from duplicating my entire factory.
Definitely a good starting point if you want to push this game further, although in that case you'd need a unique hook to stand out above the heads of similar games.
Sorry if this is coming across as negative; I am genuinely impressed by this given the timeframe it was made in.
This game really has character, I like the style and feeling of it.
On the other hand, I think the camera can definitely be improved, it's very easy to get killed by falling on a fox or even walking into one that came from off screen. I also found it a bit too easy to accidentally push your own eggs out of the nests, which was also frustrating; is it necessary to be able to push them?
Over all, a pretty cute game, with great atmosphere, but the mechanics were a bit frustrating at times.
The sneaky part about this game is that it's so easy to mistake it for an incomplete LD entry, and I'm sad that you're note getting enough ratings as a result. I actually enjoyed the game thoroughly, despite overthinking half the puzzles.
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This is a surprisingly great game! My biggest criticism would be that the mouse look is kind of pointless; I ended up pointing the camera straight down and let go of the mouse to play.
I think if you add more content, both in terms of gameplay and maybe story (with the music the game actually has quite a good mood to it already) this could make for an amazing game and I wouldn't be surprised at seeing it on Steam or something. Great job!
I think the issue with the start button is probably that the title is clickable, and overlaps with it or something, as only about the lower half of the start button can be interacted with. On to the game itself:
I think there could be something here, but the execution is a bit off. If it were more easy to figure out where you would be able to walk or not, and if the levels slowly zoom in on the bits you reach (to go deeper) I would have thought it was pretty good!
@ruruie I'm not sure if it's a bug I'm unaware of, but I didn't have much time to work on timing and that kind of thing, so the enemies spawn quite a bit away; you should be able to see them if you zoom out and wait for a bit. Hopefully that sorts it out. Thanks for trying it :)