Rayshifting by ponk 2016-04-20T16:09:00
This one looked really pretty + it was fun to play around with the distortions.
Foon → Ludum Dare Explorer → Users → RoboRob
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Jumping Jeeves | jam | 284 | 3.57 | 3.61 | 3.55 | 3.91 | 3.64 | 3.36 | 3.64 | 3.23 | 47 | |
| 2016 | 35 | Shapeshift | RoboRob | jam | 325 | 3.47 | 3.46 | 3.29 | 3.96 | 3.14 | 3.40 | 2.50 | 3.35 | 66 |
This one looked really pretty + it was fun to play around with the distortions.
Pretty solid RTS game. The unit usage was really well done, being able to pick multiple units and assign a job for them worked excellently.
Really nice idea. Seems quite well polished one. Something I was kind of hoping would have been the ability to turn the map with arrow keys or some other kind of way to have a bit more control of the ball.
Also with web version, the scaling seemed bit off, like I was wondering why the ball sometimes stays alive and most of the times it dies when it goes down, off the screen. But once I zoomed out (Ctrl+-) I saw the yellow area on bottom. This is probably because of having bookmarks and tabs shown on top, that takes some space from the game area.
Really nice puzzle game. I enjoyed the game quite a lot.
Interesting idea. I had fun playing it. Shape shifting in front of enemy is kind of hillarious.
Truly amazing game. More apeshifting needed.
@wboqm: We were trying to think how to introduce the need to collect all the diamonds in order to clear the map. Maybe now in retrospec the exit should have been right next to start. Also the keycard maybe should have looked more keylike and when trying to go through the door it would give info that you need a key.
Anyway thank you and everyone else for trying out our game and thanks for the feedback.
@arzi: yea it takes a bit time to learn the colors of the shapes and the enemy patterns. Also I now think that the order the levels are, is not optimal since maps between 5-8 are shorter but we felt that they needed more skill to clear. Then again the patterns on those maps are easier to recognize.
As for the mac problem, sadly we do not have a mac to test the game with and we are hoping it to just work with unity exporting.
The game probably lags due to the use of hundreds of raycasts per update, which deginitely isn't the best way to do the vision mesh for the robots. Also the garbagecollector might cause the lagspikes.
Thank you for trying out our game and ty for the feedback.
@DivineOmega yes the turning seems to be the biggest problem with the game, the game turns into memorizing the patterns of the guards. We tried making the camera render bigger area, and it does help a bit, but still the suddenly turning guards seems to be the #1 problem on our game.
Thank you all for the feedback
It is interesting to see people also making tools that might help others in LD.
The controls were pretty good, and the game was nice.
The game did feel very pressuring after a while when those more tanky enemies didn't anymore fall because I didn't get much power ups after some point. Overall a nice game.
Pretty hard game, the fifth day seems extremely hard.
Nice idea, the game felt extremely hard though.
I really enjoyed this game. The difficulty spikes up quite high after few rounds.
@Soundless_dev You can control the plate with mouse pointing, and trying to catch items with the plate. Axes, maces and swords make you lose life if you pick them.
Really nice puzzle game. Took a while to get through all the puzzles, but I really enjoyed all of them.