Disintegrate by zenmumbler 2017-12-07T18:31:04Z
I Really enjoyed it. That second puzzle was really good. I had the same issue as Patrick D, where the camera would reset to the direction i was looking before turning while moving the mouse.
Foon → Ludum Dare Explorer → Users → Shephard Joseph
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Pride | jam | 1049 | 2.82 | 2.84 | 2.94 | 2.88 | 3.30 | 2.71 |
I Really enjoyed it. That second puzzle was really good. I had the same issue as Patrick D, where the camera would reset to the direction i was looking before turning while moving the mouse.
Gorgeous game. Shame there is no way to attack in the air, it makes the fight against that first wave of those flying robot sentinels way harder than it should be.
This is so good! I need a multiplayer version of this in my life.
Overall i did enjoy the game, pretty much the same comments in terms of what works(great art style, concept, music) and what doesn't as well(gameplay mostly, lacking sfx(although it's a jam game and things happen)). The issue is that you have the ramp on your acceleration which is there to give the appropriate impression that you are moving a giant jumping head(to make it feel like,well, a massive ploddy jumpy head ), but that ramp doesn't allow a change in movement that is fast enough to be able to react to the cannonballs coming down from the top of screen. This is a real problem because although you do indicate to the player that you are firing a cannonball at them (by seeing it shoot up in the background), i couldn't get any sense of indication or relation to where the cannon ball was going to land from the its upward trajectory.
So as a player i have no means of judging the path of the cannonball, and as such have any control on if that cannon ball is going to hit me.
A simple solution for this would be a drop shadow for the cannon ball that appears before it comes on screen and grows bigger at a rate proportional to that of its speed.
Hell, add that, some cosmetic variations for the head, some goals/achievements, and polish it up a bit and i would gladly pay a couple of bucks to play it on my phone.
I really like the ideas. I really do.
The bullets that gain in velocity (and damage) and also bounce (allowing for advanced techniques like using the momentum from a bounced bullet to give yourself a speed boost) is a great idea. Sadly this is undermined by the amount of knockback you apply to the enemies, which is so big you cannot really be threatened by them as they cant get near you. So, the real threat becomes knocking yourself out of the room with your own bullets. As such, the best strategy for winning a fight ends up being to go into a corner and holding down the left mouse button.
A dungeon crawler where the amount you loot and the difficulty is tied to how deep you go into the dungeon, creating a scenario where the player has to do a risk/reward judgement is a great idea too. Again though, as pointed out by some of the other commenters, you quickly realise that loot is increased on passing through a hole on the right. So the easiest way to quickly grind loot is to go three or four rooms in (because the amount of loot you get seems to be the product of the difficulty by the room you are currently leaving), then quickly enter and exit that room. This completely breaks what seems to be the goal of the design.
I dont meen to sound overly critical. I enjoyed my time with it. The boat, the intro before entering the cave and the music are great. As I said, I think the ideas behind the design of the cave are great too. I think you have something which could be really cool if given a bit more time and I would love to play a post ludum dare version of it .
@porcus-pie Thanks for giving my game a go. You need to hold down the space bar on either of the two choices The
@marjoriep Sorry to hear that. When I played around with the 1st release of the game I noticed I forgot to remove the D key from being used to skip to next room for debugging(ironic, i know). It saddly didn't work, crashed the game and i got the same error as you.
Controles are arrow keys + space bar to use + c for slower walk.
Thanks for giving the game a go and leaving some feedback. Next ludum dare i will put a screen with the controls at the start :) .
@porcus-pie Hey ! Thanks for giving it another shot. I appreciate you taking time to write up so much advice and having that much patience to come back for another go.
When it comes to sound and general explanation of the mechanics to the player, they ended up gettting pushed to the side to actually finish. I was creating the installer minutes before the deadline. I nearly cried when 15mns from the end i noticed deleted one of levels. Thank god for back ups !
Thanks for the tip for the folder. I can see how having to install, play and then uninstall a game on your computer could really put people off . I guess this is the kind of noob mistake i have to learn from - -'.
Anyway thanks again !
Hello,
I would like to start by saying that i loved the esthetique of the game , that it was a great song choice and that I really enjoyed my time with it.
The main issue I have is that it lacks enough hints to suggest what the player can interact with. The lighting up of the symbol that gives your mouse the torch (combined with nothing else happening until you do) teaches you at the start that you can interact with things that glow. you quickly realise that the blocks can turn too but nothing really suggests that you can turn the symbols that are on the wall. This unintentional bit of player miscommunication leads to an initial period of frustration which you kinda have to power through could be mitigated by using some kind of hint (like mouse color changing slightly or something).
If you improve slightly on this point this would be a really great game.
other thoughts:
. some hard lines on the edges of the cubes or the use of directional lighting could have helped to show which direction cubes are spinning while spinning on the y axis relative to your view(without it they look like they are stretching).
.an automatic float if at water surface state with a second swimming state could have made the game less frustrating at the start but admittedly could kill the mood.
.rotation time is a little slow, killing slightly the feeling of panic created by the in media res start, the time pressure of the water rising leading into the realisation of there being no way out by pausing the game and giving you time to look, think and get comfortable.
Great game! That celebration sound is dang cute.
Fun game. The pixel art and the music are great. Had issues with the resolution, where the sides (top and bottom) were cut off. Got around it by forcing the resolution 640*480 in compatibility menu.