Demonologist by Ghen 2018-08-13T10:05:44Z
The retro graphics are really well done, and the game is an interesting interpretation of the theme.
Foon → Ludum Dare Explorer → Users → tritium
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Memory Leak | compo | 511 | 3.13 | 2.77 | 3.34 | 3.97 | 2.28 | 2.29 | 1.70 | 2.76 |
The retro graphics are really well done, and the game is an interesting interpretation of the theme.
Nice execution on the theme. The gameplay wasn't too bad, although it was hard to tell which things were most valuable, and the 2x2 sprites would only align on every 2 squares. I ended up getting 1000 with all gold swords. I think it turned out fine, you followed through on making the game, and that experience is useful :)
The art style and graphics are pretty good, Diablo font was a nice touch and the music was enjoyable. The gameplay relies a lot on rng though, so some extra mechanics could be needed to make it more skill based. Good job.
Great game! The graphics are great and the level design is very well done. This is a really well polished game with a lot of content, so good job, especially considering it's compo. I noticed we had the exact same idea for the theme as well, including using kB and and placing/removing cubes. Your game however has much better scope and execution.
This was a pretty fun game. The rules are simple, but the levels eventually get quite challenging. An extra intro level might have been good to highlight the importance of undo-ing. Design is simple yet pleasant. Nice game, good job.
This was a really nice and polished game. The graphics are great and like that the menu UI physically exists in the room. I did find that the game was too easy though, since you can just hold space to move much faster. Also you can just hold on to the forcefield while the boxes build up and then knock them all off. Great job!
Good game, nice to see extra mechanics constantly being introduced each level. The backstory to the game and the item descriptions provided a lighthearted tone, which was great. Some meachnics might have needed to be reworked though, and the beginning levels were definitely too slow.
The design is pretty minimal but the menu as well as the shooting and damaging graphics were executed pretty well. However for the gameplay, you don't actually need to shoot until the walls have almost fully closed in, and then once they do you just click as fast as possible. With an extra mechanic like not being allowed to touch the reds, the gameplay could probably be much better. Still a good job though.
@gulfick I decided to make the levels harder because there are only 10, and it makes the gameplay more intense. I've completed all the levels myself, so they are doable.
@nexusviper I should have made it obvious in the game that cubes are only removed at short range. I've changed the description to reflect this.
Thanks for the feedback
@oadt Thanks for the feedback. I agree that 0 isn't a good key position. The key with some of the levels, such as the one you mentioned, is to place the blocks beforehand (e.g. while you wait for moving platforms). You don't need to place them while on the platform every time. That being said, I agree that constantly having to move on the platform is a bit annoying. There should probably be different difficulty levels really with regards to the memory limit. Removing cubes isn't broken as far as I know, but is quite short range.
@tomasara413 I actually really appreciate critical feedback like this, thank you for being so thorough. This game was pretty unpolished due to the fact that this was my first jam game and I had no internet access for most of the compo (I had to upload with mobile internet). I was just trying to get it finished and actually have some gameplay content. That being said I agree with all the things you have pointed out, and I aim to have my next submission be a much more enjoyable (and less frustrating) game experience.
- The difficulty is due to me playtesting it so much that it became too easy for me, so I made the levels harder. This was probably not the best choice. - I didn't consider a "get ready" screen and saving the camera angle, but those both sound like good ideas. - I felt the non-sticky moving platforms added more challenge, which they do, but ultimately are just frustrating. This is definitely something I would change. - The sound effects were really just placeholders, but I agree something more pleasant could be used for respawn, or no sound at all.
This was a nice game and a good use of the theme. I liked the extra cosmology theme with regards to the title, cursor and intro. I was expecting there to be some way to game over, or for the gameplay to become harder later on. Good job though.