Robotron: Reloaded by SuperDisk 2016-12-14T19:34:00
Very well executed twin-stick shooter, but I just couldn't handle the spawners.
Foon → Ludum Dare Explorer → Users → vinipc
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Inside the Cube | compo | 90 | 3.79 | 3.71 | 3.72 | 3.09 | 3.14 | 49 |
Very well executed twin-stick shooter, but I just couldn't handle the spawners.
Really liked the take on the theme.
I just think the controls are really confusing. Why not simply pressing or holding 1 - 4 to instantly change dimensions and just touching objects to interact?
@c4m @Josho @Starlight concerning the theme, my thought was that you had to constantly remember each level is a single room, even though each view makes it seem like different rooms.
At least that's what I think I was thinking. Coming up with these kinds of ideas at around 2 in the morning is hard.
@Leon Mohring glad you liked the animations! I'm not an artist by any means, so I didn't even bother putting the graphics up for a vote.
Very nice and juicy game, except for the jumping, which was a little underwhelming.
I found the controls hard at first, but after a shot while they do start to make sense.
The game is difficult, but I liked the concept and I think the visuals worked pretty well in the end.
A cute kitty indeed
Really nice game. It does indeed remind of of Hoplite.
I just think there is too much "running after enemies until they hit a wall".
Really nice and creative game.
I just thought the relatioship between book and bookshelf wasn't too clear. I suspected it, but had to play again for confirmation.
Really nice game, though I found it pretty hard.
I was ocnfused as to why some platforms were "hidden" until you went into the right dimension and others were always visible even if they were inactive.
Really nice and well executed take on the theme. Congratulations!
I could only get up to stage 6, but WOW, this was a really nice game. Loved how JUICY it was.
Maybe I just wasn't good enough, but I feel you could slow down on the new enemies and mix and match them sooner. Instead of introducing a new enemy each stage, introduce one in the first stage, another in the second, then use them both in the third, then a new one in the fourth and so on.
Really cool concept and execution. The physics / collision seemed to be slightly off, but it didn't affect the gameplay at all.
Really nice idea and execution.
I just missed some more feedback on shots cooldown.
Interesting take on the TD genre, but I found it quite difficult. The "towers" didn't attack frequently and enemies could easily "sneak up" from behind and destroy them.
Cool, fun game. I could totally see it working as a local multiplayer game with maybe a few additional mechanics.