Milky Helps People by reheated 2015-08-25T13:09:00
Fun game, liked it to see a game with some humor.
Foon → Ludum Dare Explorer → Users → warxen
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Deep & Deeper | jam | 106 | 4.14 | 4.10 | 4.04 | 3.91 | 4.07 | 3.72 | 3.63 | 4.17 | ||
| 2017 | 40 | The more you have, the worse it is | BOXKILL | jam | 92 | 3.98 | 4.06 | 3.46 | 3.94 | 3.75 | |||||
| 2015 | 34 | Two Button Controls / Growing | Burger Run | jam | 20 | ||||||||||
| 2015 | 33 | You are the Monster | The Hosts | jam | 255 | 3.54 | 3.62 | 3.26 | 3.18 | 3.25 | 2.41 | 2.17 | 2.73 | 72 |
Fun game, liked it to see a game with some humor.
I liked how the mech moved and rotated based on your mouse movements. Too bad you didnt get to make a full gameplay loop with the mechanics (goal - challenge - reward). Still good nevertheless.
Good visuals, but I find the spinning mechanic quite counter intuitive. When I press up, I expect to get the element I see above, same for right and left and so forth. It would have been easier if the spinning was limited to A and D, also with a pointer or highlight to indicate what element you currently are (and something to indicate enemy element), because it is very hard to get familiar with a whole game in 5 seconds, in which i had to die 4-5 times before I understood the mechanic. Sorry if I sound hard on you guys, hope you can do something positive with it, keep it up!
Not much to rate on yet, but I like the style. Keep it up
Loved the juicyness and graphics of this game, would be cool to see if this game works with a combo meter to keep up the destructive morale. Higher combo = more speed, more score. RIP Bird made me lol.
Lacks some mechanics in the area. Liked the character creation and graphics.
Would be nice to turn the street into something more grid like a grid by adding little dots for example, so you know how many steps you need. Also a idea to fill up the map is to place trees in the area, middle and lefttop. Also you should try setting the filter to point. Go to your sprite in unity > go to filter and you will see what I mean.
Definitely a very monstrous minigame, I wish i could deadlift that much in a short time. Well done guys.
Good job on the graphics, walking mechanics are also nice. Altough killing mobs did not feel very statisfying. Needing to do multiple hits, and not getting any kind of feedback (sound,screeneffect) really made this game lack its effect.
Hard game in my opinion. Had some trouble with intuitively knowing what to do. Not knowing when I am able to kill the slime, or how I will be able to do it. I figured the lower the counter the better, but I ended up losing from normal mobs. Also it would be better to turn cast shadows off with those trees, it causes tremendous lag. Also for the pointing system, you might be able to simplify it by just having to click on one point to place a sign, where every next click on it is a 90 degrees rotation of the sign, having extra feedback on the direction of the sign would also be nice. Very cool concept nevertheless, keep up the good work.
Its a shame that this game lacks good win/lose conditions. All mechanics are in place to make it work. Animations and art is really good.
A example scenario which could have made a win/loss:
Your mom is away for groceries, you must eat as much to leave her a good suprise when she tries to clean you.
Losing: Your bar runs to max : the whole room is filled with diarea spatters.
Winning: Eat X things, 5: Not very surprised, 10: Ah the stench!. 20: diarrhea spatters in her face when she comes back and cleans him.
Nice little game, good controls, good feedback, altough I was stuck at the start because it wasn't clear for me if I could cross the river. I discovered that you can cross the river by going over dark parts. While the other way around makes more sense, darker = deeper.
I'd better reboot my mousepad and it worked! Nice game, only thing that annoyed me a bit was that I got called while i was on the phone with someone. Keep it up.
Cool game, good art and controls, only negative thing for me is that the sound becomes too loud for my speakers.
Liked the artwork, would be cool if the enemy also has means of placing traps that work against you, because it is mostly following the enemy now.
I like how this reminded me of old gameboy graphics.
Some powerups would have been nice tough, good job nevertheless. On a sidenote, try changing the filter mode on your sprites setting it to "Point" might get rid of those burry edges.
Nice concept, but could not get past the first level.
Thanks for the feedback guys, very much appreciated!
Very good points have been made, I have already changed quite some things (added path-finding, feedback on detection, possession-swapping mechanic will be usable in later levels that have the proper design for them).
And much more to come, I will do my best to release the post-ludum version on sunday.
I feel like I missed out on the good parts of this game.
Mainly because the camera makes it very hard to anticipate enemies. A fix for this could be to make the camera look at what is in front of your character depending on which direction you walk. For example X+3 if you walk right. Also the enemies could use pointy shapes on top to indicate they are not kill able by jumping on them, because it has a big drill, which intuitively makes me think touching the other side is harmless.
Practically a level full of assets, but no real gameplay loop to be found. I didn't like how the camera and controls worked. I also fell out of the level after a minute of roaming around.
I like the concept and the gameplay, nice little polish in there such as screen shake, death animations. Camera movement was also nice. Altough One problem I had was that the scene was too dark overall. Giving the enemies little glowing eyes or adding a spotlight (Diablo 2 style) could have helped this. I did not get the the leveling system, a 'wave' system would have made more sense in my opinion, because it prepares you for your next challenge, which adds meaning to you becoming stronger(growing).
Very polished game. Good work on the voice acting work as well, don't see this often in Jam games. Well done!
Alex here, nice work Fred! Short and simple game with easy to understand objectives. The last level was quite hard, but eventually got it. Can get quite hectic really fast when multiple ships are firing at once.
Nice looking game & mechanics. Steep difficulty curve for me (does get easier when playing more).
I like the clean art style of the game. The graphical effect of the planets also looked great. Music & effects are also very good. Music in combination with the art really gave the game a good mood in my opinion.
I feel like the biggest addition the game could have is a way to look around in the level. So you can plan your approach, where to boost and such.
Game difficulty ramps up quite quickly in the second level. I did manage to beat it eventually. I found the third level to be easier then the second one. A game over state when being out of fuel & on a planet would be a good addition I think.
I feel like you can convey the boost in speed a bit by punching the scale of the ship. So it does not feel like a thruster that is continuous, but instead as a punchy boost to the ship. Although the sound does help sell that it is a single boost.
Regarding the Itch.io page, you can set a Ludum Dare link in the publish settings, so you get a small banner on the top of the itch page for the game.
Good work!
Fun little game, the layout reminded me a bit of Helix Jump. Good work! Clear improvements would be to make it more clear what the obstacles are. At first it was hard for me to detect that the TNT was a obstacle, until I got destroyed by it.