King of Vampires by RandyTayler 2017-04-24T00:48:55Z
11 minutes to go... let's see if I can figure out why my web server won't deliver the Unity files... :(
KingOfVampires.com
Screen Shot 04-23-17 at 06.47 PM.PNG
Foon → Ludum Dare Explorer → Users → RandyTayler
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Words Words Words | compo | 3.33 | 3.27 | 3.88 | 2.61 | 3.16 | 4.05 | 3.66 | 3.83 | ||
| 2018 | 42 | Running out of space | Crowded Dungeon | jam | 595 | 3.38 | 3.13 | 3.06 | 3.36 | 3.45 | 3.89 | 3.43 | ||
| 2017 | 38 | A Small World | King of Vampires | compo |
11 minutes to go... let's see if I can figure out why my web server won't deliver the Unity files... :(
KingOfVampires.com
Screen Shot 04-23-17 at 06.47 PM.PNG
YES, @zirrrus - THAT would definitely make this thing better. I didn't like the frantic-ness of it, but it never occurred to me to make it turn-based!
Extremely polished - wow.
The music was a little TOO creepy... I don't think it fits the game, now that I think more about it. But that's purely opinion, so take it with a grain of salt.
After 10 seconds, I was like "How do you survive this?" Then after 1 restart I was able to make it to the second wave, so that was surprising.
The lasers added a crucial element I would never have thought of -- giving you another reason to move besides just the bullets was really, really smart. It gave the game much more depth.
The music was great, and it's a very endearing story. Could grandma's animation be faster? She seems like her frames are too slow compared to her movement speed.
OH MAN those controls are sensitive.
Very funny, though, and I'd like the speed of the ceiling collapse - plenty of breathing room, with the music providing the tension. Nice.
@quicklyer I've seen screenshots of that game before! What is that? (Also: GAH! I hate when I do the same joke as somebody else. I guess great minds, etc.)
Wow, guys. Polished and beautiful. I'm not sure why I felt like I related to Daniel, but I think that's an indication that you nailed the writing.
Thank you.
That. Was. So. Bizarre. :smile:
Expertly made. Super trippy.
Really pretty, and really makes me want a good margherita pizza.
I distinctly told you NO OLIVES, however. :)
I think everybody has pointed out the need for more depth to the game. It wasn't terribly challenging, but dang if I don't like looking at pizza.
Oh, and great animation.
Aw, man, I was excited to see more. Gorgeous music and art. Please do more.
All right, wow. I see what can be accomplished in 48 hours. That's shocking. My biggest recommendation would be to do some time-lapse of your work progress so we can see you legitimately built that all in one weekend!
I'd recommend coloring everybody else differently; I couldn't tell who was me and who was an enemy when I'd go into new rooms.
Hmm. I really wanted to understand this game, but it doesn't work in my brain. Seems like the only way to play is to move backwards while shooting at the creatures? (I tried the web version first, saw your notes, and then tried the Windows version.)
It's a great concept though, and went superbly with the theme.
As others pointed out, the hitboxes seem off.
The audio was incredible.
Music was amazing. Graphics were adorable.
I had trouble - sometimes I couldn't jump very far up, like on the very first level I struggled to make it up to the first platform - but restarting the game helped. I got stumped by level 3.
I'm colorblind, so while the palette you've chosen is very pretty, it was difficult for me to tell different colored pills/platforms apart.
This is the first Ludum Dare game I've played that made me want to keep playing. Polish it and make a mobile app. Serious.
Neat. The instructions/rules are very funny.
I think it needs a better mechanic than only running around, if you keep developing it. Maybe an ability to sprint, if you have the energy, but you need food to get the energy?
I'd be a little more generous in the hitboxes - gimme a few pixels of leeway when I'm near a guy.
Fantastically written. All of it. But the line that made me the most jealous is this one: "You boop-boop the doors open."
Stealing it.
Ahhh! Not my style of game - too stressful. :) But kudos on what you created.
My thoughts: 1. As a colorblind guy, I had trouble with some of the graphics. 2. Drag-and-drop seems like the wrong mechanic for this concept (which IS a really neat concept, by the way) - I think using arrow keys to highlight a column to drop a structure onto would be faster and less frustrating then clicking and moving the mouse. (Think Tetris. That way you could also drop new stories on towers, etc... but then you've got to find a reason to make an investment in vertical development. Dunno.) 3. I'd scroll it the other direction. It feels weird to go right-to-left instead of left-to-right.
I really like the idea! As others have pointed out, it was really buggy, but the concept is very cool.
I couldn't grasp which direction I was facing when I switched to 2D - which side of me is the camera on? Some visual cues might help, like the patterns on the wall could point a direction, and when you switch, the pattern is there to help you.
Beautiful art style. Really hard for me to control - at least let me see some health pickups or something to give me hope of moving on!
A fantastic product in such short time.
Oh man. Release this for the Switch. Couple suggestions - points for kills. 1 point if you throw your tile and hit them, but 2 points if you can push them into a hole or off the board. Then: different tile frictions - ice tiles vs normal tiles, mud tiles that slow you down, etc. This is a great concept. Well done.
Thanks guys. @twowolf - Can I ask what browser/device were you on? I haven't seen lag on my phone or PC yet.
It seems like it _almost_ worked... I had to put it in fullscreen on Itch in order to see everything in the UI. But then I couldn't figure out how to "dig", really. I wasn't sure if I was successful or not, or what was draining my health.
But I'm impressed by the forging and resource management. I liked building tools by building parts first, once I understood. I've never played Minecraft, but I imagine that kind of forging is inspired from MC?
A very cool idea, and well executed. My one suggestion: I think the controls could be improved - using the mouse to click lots of dropdowns and buttons kinda steals the joy of the game a bit. Maybe it's JUST the dropdowns. What if you had a row of buttons, and you just click each one the number of times you want to go in that direction? Then it builds your command sequences into something visual, like clicking the left arrow twice, then the down arrow once, then wait, then down, would build a visible sequence. :arrow_left::arrow_left::arrow_down::timer::arrow_down: