Final Journey by Macroz 2013-04-29T21:12:00
I love the look of it, but the audio became a major detractor. Also, I feel I mastered the game after 30 seconds.
Foon → Ludum Dare Explorer → Users → tikilittle
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Panash & Plume | jam | 504 | 3.23 | 2.77 | 3.49 | 3.12 | 3.81 | 3.76 | 2.06 | 3.72 | 79 | |
| 2014 | 29 | Beneath the Surface | Dog Hunt | jam | 554 | 2.89 | 2.73 | 2.89 | 2.22 | 3.55 | 3.36 | 3.28 | 2.75 | 49 | |
| 2013 | 26 | Minimalism | omph | jam | 256 | 3.17 | 2.83 | 3.43 | 4.00 | 3.50 | 3.16 | 41 |
I love the look of it, but the audio became a major detractor. Also, I feel I mastered the game after 30 seconds.
I loved the wire-frame style. The audio buzzing was super annoying. I was also playing on the Xbox controller and I could not shoot. There seemed to be no button to shoot with.
Very cool concept. I was baffled at first because I did not read the instructions. If you hit the core, should it restart the game?
I will be very interested in seeing if you can make this into a game. As is, it is very pretty.
It's too dark. I kept falling off at level 4.
I like the idea of going upside down on curves. I think it would help if the speed of the ball increased when you go around the curve.
I quite enjoying the mood you created with the game from the audio and graphics. I wish the introduction of the ghosts was a little bit later. I didn't know to press [Space] to shoot before I died two times from Ghosts. I also did not know when I could shoot upward and when I could shoot left to right. It felt like it was random. Enjoyed the game.
I really like the look of the game. The music as well was too repetitive for me. I also felt like if I moved, the control scheme to move objects should be relative to me. For example, if I rotate 90º to the set up, W,A,S,D should now be relative to my current rotation. I know that makes things a lot more complicated, but that's just how I was feeling.
I really enjoyed the noire feel of the game: the snow and the text. It would be nice if the introduction had a more robust tutorial. I did not who I was, how to control myself, and how to keep the dialogue going. In each of the text, there should be a little "E". The platforming was very difficult for me. I kept over-jumping my ticket. I really loved the reloading the clip animation.
Got the vibes of Hyper Light Drifter and Hotline Miami while playing this. I like the artistic style you're bringing to it. A few things that came up for me. I didn't know exactly how hurt I was and I didn't feel like I got enough feedback if I was hitting the enemies or not.
Neat idea. It reminded me a lot of that Peter Molyneux game in which you keep clicking on the surface to make messages and obscene images. :D
Yeah, I thought about co-op when designing the game. The dog and the hunter need to be doing tasks simultaneously that enable a better co-op experience. Thanks for the suggestions.
Yeah, the collision detection was something I struggled with. That's something in the future I hope to fix.
did you jump into the grass as a dog?
I love the art. I did find it hard. I didn't know feel like I was getting any better. I didn't feel like there were any good strategies about attacking the skeletons. They always defended. I quit playing after a few deaths.
I liked the different types of probes. It was a little hard at first to figure out what to do, but I picked it up pretty quick. Nice work.
Loved the mood and style. I wish there were more checkpoints. I got frustrated and just quit because I didn't want to start from the beginning again.
Nice gravedigger character. I quite enjoyed digging around. I was a bit surprised I didn't find dead bodies or something alive down below. I wasn't quite sure what my character's background motivation was to dig for gold. I didn't know why I beat the game. Another nitpicky thing, physics wise how can you be able to dig upwards without falling down.
Good work. I liked the num pad idea for sure. I wasn't a huge fan of the sounds, so I turned those off.
Nicely polished. I like the art. It didn't quite make sense to me that you could go through dirt sideways. I didn't really understand the powerups until they were first used. It might be good to introduce the power ups exactly when enemies appear as well. It would also be nice to somehow store them, so you could have more control over when you can deploy that power up.
I agree. It's quite addicting. The worm noise though got a bit irritating. I would like to know what my high score was when I start a new game to know how far I got before. Nice job!
Nice job. It's quite addicting! I kept playing until level 6 at that point I didn't feel like it got any harder. I kept trying to juggle multiple objects, but I didn't feel like I was rewarded for doing that. The challenge I feel should escalate maybe a bit more. Does it save your score even if you don't die and just quit by accident?
I enjoyed it. You might consider putting a cap on how many animals you can have. It was pretty easy when I just bought a lot of dogs.
Poetry Slamming with the big dogs. I really enjoy throwing down some mad stanzas and going toe-to-toe with a competitor. It would be cool to have the option to fight off with a human player.
I liked hugging them aliens. I expected that my alien buddy was a bullet sponge, but I still took damage. That ability would allow the player to play with another mechanic. Try to think of other mechanics you could add on. Another thing is that you could build in an indicator to keep pressing F (like a QTE).
Loved shooting myself as a bullet. This would be cool to see as a multiplayer game. Since all the enemies have a number above their heads, the player's health could go there. I thought the time was = to the health, so that would help clarify.
Telemage sounds like I'm going to get a call from one of these mages that is going to give the best alchemy sets on this side of the Moon. I like the concept. It was challenging. I couldn't always move, shoot, and aim at the same time.
Quite challenging to pull off the jumps, but I enjoyed the time I spent in this world. I hope you keep working on this.
So many cool mechanics in just one little rubber band. I love how much meat it has. it would be nice if there was a shortcut option to automatically shoot the rubber band from your self. That would make the traversal puzzles so much more enjoyable imo or at least giving players the option to play it that way. Well done!
Very rarely have I seen a game played in PDF form. Very clever. Next time consider porting it to Twine or another choose-your-own-adventure. There were a number of times that my choice lead me to a blank page and I had to scroll up to see the choices.
I really enjoy playing typing games. The way you add points is very satisfying. I would recommend adding a "space" tile. It may not look as clean, but why penalize a player if they are going to subconsciously try to press "Space" unless there is a good reason.
Looks cool. I wish there was non-Windows version.
Thanks everyone for your feedback. It's been very helpful! I'm working on a build for IndieCade, which will incorporate a lot of what you guys are giving me. Thanks again.
Added a new version of the game. See above!
Looks neat. I wish there was a non-Windows version.
I wish there was a non-Windows version. This looks neat. Robots and magical items.
Cool idea. I like how you have made the weapons like humans. I might change race to class. That way it's a little more subtle at the beginning and the realization happens as you start to play.
Oooo color changing. I wish I could play. If you port it to a non-Windows version I would definitely try it.
Minimal style I like it. To maneuver around, I was doing the opposite of what I was told to do.
I like what you got going so far. The controls feel a little floaty. It makes it hard to pull off the sweet sword attack moves as I glide around.
That looks fun. Thought about porting it to non-Windows platform?
Wow this has an elaborate setup. That's very cool. I want to play, but there's no non-Windows version.
It's got a cool mood. I couldn't really see the bullets or if I could aim above me. It would be cool if the sprite changed depending on the orientation you are shooting.
Chair throwing, sofa throwing. Those are definitely unconventional weapons. you nailed that. :D Without reading the instruction, I had no idea what controls to use to fire with. The collisions for some objects were to big (for example the tree, you should be able to walk directly behind it).
This sounds cool. Mystery with chocolate! I'm in. I wish there was a non-Windows version.
What an interesting idea. You hit the theme on the head. I found myself clearing the puzzles pretty quickly. In the future, I could see you adding enemies that you can material swap.
I'm not sure what I was supposed to do. I would suggest making it more like a fog-of-war and a wider periscope.
I played on the Web and it was super big on my screen. Make it like 900x600. I like the art style a lot. Eyes should have 1 HP. They're moving too fast at least with how I was playing it.
Yeah, the game is not loading for me on Firefox (Mac OSX).
Very satisfying to vacuum up objects. I was a little confused that you could vacuum up helicopters though. :D
Hey Pat & Nico! I could see myself playing this to death. What's the top score so far that you guys have achieved? It would be cool to see how well you do against yourself and others. The art, music also is stunning. Well done fellas.
Ahahah Career Carnage. wow never again to pay taxes. I want to play with my buds. There is no non-windows version though... sad.
TowelFighter! That sounds great. I wish I could play. Have you thought about porting it to a non-Windows platform?
Loved the art style and the mood. After a couple of playthroughs, I gave up because I didn't think there was a goal until I just read your description and saw there is three mazes. When you get down to low light levels, there is really not a whole lot you can do, but just die and try again.
I love the art style and enjoyed it quite a bit. I got stuck when one of the flying hooded enemies wasn't close enough to attack.
I like the premise of adding blocks. It would be cool if you could pick up the blocks and throw them or somehow control them. Ah I got an idea. Move the character with WASD. Add blocks and move them with the mouse. Maybe you only have one or two blocks at a time.
I liked the music and art quite a bit. It's pretty fun to charge up the hula and fire it. I wish I could compare my score against my past score. Had a fun time with it. Nice work.
I liked how frenetic it became when you don't know what weapon your going to get next. The milk as a health indicator is a cool concept, but was hard to tell how much health I had left.
Blowing people's minds with music - ahah very funny. :D It would be nice to use arrow keys to control angle and a button like "Space" to fire that way it's fast and easy for players to play again. I would make the collidable areas very distinguishable (high contrast) with the background.
Cool concept. I had trouble with the controls. You might have a settings page to allow players to switch to keyboard controls.
Interesting. I want to try it. Thought about porting it to a non-Windows platform?
Looks cool. I like the lighting model. Any thought on making a non-Windows version?
Looks cool. I wish there was a Mac or web version.
Trying to micro-manage both phones was terrifying. I liked how you gave players multiple dialogue choices. It would be cool to see this played out in 3D and have a VR version.