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Samupo

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201841Combine 2 Incompatible GenresNūnjam10032.982.442.863.153.533.452.003.20

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Comments by Samupo

LD41 — Combine 2 Incompatible Genres

Super Bullet Mania Reloaded (The Sequel) by fusionnist 2018-04-24T08:05:19Z

Game looks great and sounds amazing! It's a cool mix but the gameplay is a bit too random and hard for new players. I think it's a good concept but needs a bit more balancing and some pause between messages at the start of the game.

ClickerDefense by PhoenixofForce 2018-04-24T08:46:50Z

Game looks good. It's a nice combination but there have been a lot of incremental defense games out there since Warcraft III's maps so it's not very original.

Gameplay wise it would be nice to have an ingame tutorial or a bar on the bottom explaining what you have selected or the controls.

The "clicker" mechanic is not well implemented and just gets in the way of the game itself.

Also, the game needs a bit more balancing making the first stages easier to get the player started with a few turrets before actually starting to spawn harder enemies.

Art-wise the game is decent and some sound effects/music would have made it feel much better.

ClickerDefense by PhoenixofForce 2018-04-24T09:19:58Z

@PhoenixofForce Just some random advice for designing and balancing a TD game.

To calculate which is the turret damage output you can use DPS, but if they have different range consider using number of attacks in average times damage per shot. That, divided by cost will rank your turrets from best value to lowest.

Lowest value turrets should be cheaper and used on the start of the game, while best value turrets are those more powerful variants for end-game.

Enemy balancing is also important. For the first few levels I would have made just the quantity of the enemies go up and keep them weak. After I've reached a good amount of them in the screen I would start making them stronger.

For this purpose if you want to make the game have a nice difficulty curve take the expected damage progression formula per level (can be calculated using turret cost and value) and make the enemy progression start later but have more growth to it. ie: turrets grow linearly (y=x) then enemies grow something like (y=(x-10)^1.2).

And that's a nice way to have some theoretical balance in a TD. Then, you'll always need to tweak the values but you'll get very close to decent ones from the start and save a lot of time and headache.

Hadecken by La mecanique du plastique 2018-04-24T17:54:02Z

Great game. Graphics are awesome and the game feels polished. A step by step tutorial might come in handy for new players, though.

SURVABY by 0nironauta 2018-04-24T14:00:14Z

Not bad at all. Has a nice consistent gameplay and a decent art-style. Sound effect are hilarious.

Too bad I couldn't shoot the babies and shoot particles could have been better.

Nūn by Samupo 2018-04-24T10:33:44Z

@lobsterblues @sunnray The game is designed to be impossible to beat. We did it like that to convey the message that "death is inevitable" and that "the time does not flow back". It's a constant struggle against time with only one possible ending. Knowing that, what do you think of it?

Nūn by Samupo 2018-04-25T22:57:45Z

I've seen several comments regarding the end screen.

The game has no end screen. It has an ingame animation that fades into the main menu and resets the game like that. It was designed like that on purpose to convey a stronger message and avoid having a "more arcade" feeling to it.