Lady Death by Maria Eugenia Franco 2019-04-30T17:06:43Z
Love the visuals, especially the stage end animation! The palette is just beautiful :ok_hand:
Foon → Ludum Dare Explorer → Users → Tonho
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 👥 | Roll-BOT | jam | 4.00 | 4.00 | 3.50 | 3.50 | 4.00 | 3.50 | 2.50 | 3.50 | |
| 2021 | 49 | Unstable | 👥 | Sakana-san's Ungrateful Job | jam | 147 | 4.02 | 3.52 | 3.76 | 4.31 | 4.55 | 4.00 | 3.89 | 3.83 |
| 2020 | 46 | Keep it alive | 👥 | The Land I Live On | jam | 1275 | 3.48 | 3.28 | 3.37 | 3.41 | 3.87 | 3.78 | 2.78 | 3.59 |
| 2019 | 45 | Start with nothing | 👥 | バクラウBloodless | jam | 97 | 4.02 | 3.70 | 3.74 | 3.52 | 4.37 | 4.07 | 2.49 | 4.16 |
| 2019 | 44 | Your life is currency | 👥 | [Don't] Insert Coin | jam | 167 | 3.83 | 3.54 | 3.70 | 3.50 | 4.04 | 4.27 | 3.87 | 3.60 |
Love the visuals, especially the stage end animation! The palette is just beautiful :ok_hand:
Love the tying of the theme and mechanics. Love the main character design and sprites. Controls are pretty tight and the game is overall fun
Here's what I think needs improvement: * Tweaking a little with the numbers could go long ways in making the game more fun. I would suggest decreasing shot cost and increasing starting health to allow the player more breahting room in the beginning (what happens now is that the game is hardest at the very start when you only have 3 lives) * Having money spawn randomly without enemies having to die is another easy tweak that could go miles in making the game more fun. The way it is now the player sometimes is too low on health to kill any enemy and has to just wait for their death * Adding more visual tweaks like particles would also be really benefitial. This talk shows what I mean: https://www.youtube.com/watch?v=Fy0aCDmgnxg
Love the pixel art. The animations are really great. The details like screen shake are all really great.
Here's what I think could be improved: - I think it would be better if the pickups were in another color. As it is now they are hard to find in a crowded scene - This may be a bit too much, but I think it would go a long way to change the format of the arena and give some of the enemies different attacks so the player has to vary their strategy. Right now it seems like the best strategy is to just keep in the edges of the map always
Love the concept of the minimalist representation for the story. I really like how the thin line at the end makes for a pretty emotional moment.
Here's what I think needs improvement - The positions of some of the texts sometimes overlap and get really hard to read. - Maybe I just didn't get it, but some of the decisions felt arbitrary to me. Maybe making the cause-effect more evident with visuals or just the text? - The names of the characters were also a little difficult to differentiate for me. Maybe reducing the amount of ☐s would make it easier to read
Loved this! The tutorial is very smart, Love the details like how other gargoyles break when they're in the same tile as the one you hit, and how the walls respond to being hit The base mechanic has a lot of depth! It was really fun to come up with strategies like prioritizing creating outer walls to guide the enemies instead of trying to close a circle. This only works because the mechanics were implemented in a very thought out, solid manner.
The one complaint I would have is that the gem collect sound is kind of too much, especially because you hear a lot of it in quick succession
Had a lot of fun with this, really one of my favourite entries!
old_friend.jpg
Thank you so much for this! It was really really moving, and I was nearly crying by the end! The aesthetics really worked, and I love the attention to detail in the animations for the objects that appear.
Now that I'm emotionally recovered, I'll try to give a little bit of nitpicky feedback: I felt like the visual feedback for unlocking new stuff when you click on words was a little too subtle, and there could be some change in how the words look after you click on them (like fading them out a little bit) Also, it would probably be good to have less draggable words. They let me a bit confused.
In general I thought the narrative and emotional experience were amazing, and would try to make the puzzle mechanics a little more intuitive and straightforward to lead the player more smoothly through the game.
Thanks everyone for your feedback! It really means a lot to the team.
We've tried out a few tweaks to the movement and ai parameters from what we noticed on playtests, and we also fixed that scene transition glitch some people were having.
If anyone has an opinion on the movement changed please let us know!
@daria-toni thank you for playing our game even though it was hard. We're still trying to figure out how to adjust its difficulty to get that "just right" feeling
@guilb thank you! Great you hear you had fun with the game :smile:
@jusw85 we're still thinking of how to handle the dash and counter hitboxes and timing and will probably have a blog post about it soon. Also I think we have to tweak the hit reaction animation triggers. They're not very good atm
@ithildin wow! Thank you for the detailed comment. We really had fun with this jam and want to stop and think about what we do with the project post-jam. Also you're right about the hit animation. It doesn't always trigger correctly.
Also, about sekiro: we definetly drew a lot from it, but nobody except one of the artists in the team actually played it. We might do it as a celebration afterwards, since we're having so much fun with the jam and post-jam
@gold5games thank you so much!
@noobdev thank you!! We're really happy about y'all who had fun even if you found it hard!
I'll pass on the compliments to the rest of the team. You're all very kind! Also, I'll try to get a post about the hitboxes and parry timing done!
@invader There's an animation the for the player character and some particles around him (a circle plus a shockwave below), and a metal clang sound, plus the enem!y's sword flying away and bouncing.
Maybe the visuals are hard to notice because of the limited color pallete?
counter-fx.gif
Camera shake is a great idea, I'm not sure we discussed it as a possibility, but it could be a good one to add
@publicidadeba the stack is actually not physics-driven. We have some custom logic driving how resistant it is from each side depending on how many pieces are missing and animate it to show how close it is to breaking
Really charming game! The drunk mechanics were a nice simple twist to a 2d shooter, and the storytelling and aesthetics were just adorable. Great job!