A Parking Story by Gao Ming 2023-10-03T17:13:21Z
fantastic game. had me hooked until the end. when i saw the bandaid slapped onto a car i bumped, i audibly laughed.
Foon → Ludum Dare Explorer → Users → subzerofusion
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Remnant Revival | jam | 346 | 3.78 | 3.73 | 3.78 | 4.23 | 3.64 | 3.33 | 3.73 | 3.52 |
| 2023 | 54 | Limited Space | 👥 | Out of Spacetime | jam | 343 | 3.80 | 3.52 | 3.78 | 3.88 | 4.50 | 4.09 | 3.98 |
fantastic game. had me hooked until the end. when i saw the bandaid slapped onto a car i bumped, i audibly laughed.
I liked the idea but I struggled to find many points in time where a W I D E truck was needed. I spent most of my time in narrow truck mode. Couldn't figure out how to get past the paving area. The game needed some polish.
The game is so satisfying to play. I think I spent half an hour playing it just to see what the largest number was. Balance needs work however, I don't think I pressed anything except for 1 and I only upgraded the magic missile until it made the world's loudest most satisfying thump as it obliterated everything around me.
Fantastic implementation of the concept. Thought, I did manage to break the game by blowing up the enemy tank and myself at the same time, so now the game is just playing the music in my background now with no way to move on. haha.
@gamedevtraum Yeah! Literally on day 1, I sat down and figured out how to make shaders in godot for the effect. There's also a second shader that handles when the camera enters the mesh of the blackhole because the shader only works when rendered from the outside lol.
@wolderado @flaterectomy haha, yeah, when we were play testing it, it was designed to be played mostly on the middle/outer of the accretion disk, with getting that close to the black hole being basically inevitable doom. Having all the alerts screaming and slowing down at the same time indicating the inevitable. We definitely were trying to find a way to make the game fairer and more playable though, and we changed the camera angle on the last day for control purposes, so we didn't really have time to balance around the speed the rocks get up to when you got too close.
@bobbie hahaha, I don't think any of us have a 165hz monitor to test on. I'll see if I can borrow one to diagnose some time.
@milq yeah! we did everything ourselves!
@hagamosvideojuegos hell yeah! candy!
@yellowkamel I'll make a blog post about it some time :3
@yellowkamel you can find our blog post about the shader here https://ldjam.com/events/ludum-dare/54/spacegame/black-hole-shader-tutorial
very zen game. I wish it had a skip button for the dialog, or even a speed up button to avoid having to wait for the resources to be smushed... or maybe that's the point... so I can marinate upon my decisions... are... are we the baddies? I can definitely see this more fleshed out with more levels.
I am a huge fan of the concept, but I found that I could grab him by the waist and compress him into a cube to fit on any pillow I wanted. Still had a ton of fun though.
a little bit of an in game tutorial would've been good, but i got there in the end sometimes, the relevant corner wouldn't light up when clicked, which threw me off for a bit
Overall it was a pretty good restaurant style game. However, I wish you went further with the theme of having abstract recipes and having to have the player figure out what the symbols would refer to. I think that would've been an interesting direction to go down.
The design was really nice and polished, gameplay could've been a bit more refined as it was a bit frustrating fighting the controls more than the actual fight. The music and voice lines got a bit too repetitive though. Overall, a very fun concept
@tykki19 you managed to play the game an hour before I pushed a change to add a tutorial, as well as tooltips to show what each of the ingredients do.
@ikuta it actually took effort to program in the bug, all the things your mouse can interact with, things in the game can also interact with as well. Inventory items will even sit on top of the minions. The idea was for the game to get progressively more chaotic, forcing you to weigh up the risks of just using a single item to wipe everything into the alter to summon something, anything, to prevent the massive forfeit button from being pushed by your messy inventory.
@dotiocat we just ran out of time really, I would've really liked to have had more polished enemy waves, but it was only really me working in the last 12 hours before submission, so it was tuned to the best of my ability to still be engaging with what we had
@amberfall92 It was very much designed to be a game jam game which would be fun while the user played it the first few times. The game gets progressively more chaotic as the enemies become more plentiful and start dropping more things into your inventory. The alter will combine everything in the alter screen into a dude, meaning all the garbage swept into it will get integrated. Up until adding the bombs, there was really no incentive to be careful with how you summoned your minion. You can also hold down the alter receptacles using your mouse. I had wanted this to create a minion who would hijack your cursor until they died, but I didn't have time to do that either.
@pseudonclide Perfect! XD I added the spikes to give the player an incentive to throw an item on top of the button to have some form of defense, but also a thing that the player needed to keep track of because it would hurt your own units as well. It evolved into a mechanic for gaining resources if you ended up getting team wiped
@alec the forfeit button can be pressed by items that are pushed out the bottom of your inventory (or by holding it down with your mouse) everything in the game that you can interact with using your mouse, you can do with an item. Even the altar recepticals can be triggered by clicking and holding. I was going to make it such that if you did that tho, it would spawn a dude with your mouse embedded in it, and it would only return your mouse once the dude died lol.
@pirey we just kinda ran out of time for horsey :( he was part of the item sprite sheet that our artist made and we thought it was too cute not to at least add it in. The sprite sheet also contained a magic tome, staff, and armor.
Cute game, wish there was more 🥺