Parental Instinct by Fatsheep 2020-04-29T14:21:30Z
Nice work, man) the monster is really spooky and funny in the same time))
Foon → Ludum Dare Explorer → Users → wild_fat
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Blob Reaper | jam | 2.75 | 2.50 | 2.25 | 2.25 | 3.25 | 2.25 | 2.25 | 2.25 | ||
| 2022 | 50 | Delay the inevitable | Ground From Under Feet | jam | 949 | 3.32 | 3.34 | 3.26 | 3.30 | 3.36 | 2.41 | 2.72 | ||
| 2020 | 46 | Keep it alive | Eggs Delivery | jam | 2.63 | 2.90 | 2.63 | 3.22 | 2.13 | 1.57 | 2.77 | 2.31 |
Nice work, man) the monster is really spooky and funny in the same time))
The idea is amazing! Verry good art direction, animations, sound design, and ofcource gamepleay. It was great game experience)
Nice work! Really like art direction, physics and controll.
Very interesting idea. Good combination of lightless world and movable by player light source. Coldnt finish the last level, cuz the light "checkpoint" was too far from start and jumping puzzle was prety hard to do in absollutelly darkness. But good job guys!
@hiremedeveloper Thanks for your review, man) Will check your work too.
@sayumeki Thanks for your attention, man! Im gonna update this stuff with new models and physic conditions soon. And will try make your game experience more funny)
I liked the graphic style. Reminded me some first 3D games) Good job!
I liked the idea and artstyle, also VFX are amazing!
Necessary to hold LMB to collect XP makes the process challenging, encouraging you to choose the right moment to do it. I liked it also. But the side moving feels too slow, it seems impossible to deal with a huge horde of enemies after some time of playing, because you have no opportunity to defend both sides of the front. I suppose it may be resolved by giving the speed powerup for XP.
Anyway, nice game! Good job!
Looks and plays very funny)
I liked the world style and especially the physic based body of the protagonist-wurst, it almost made me laugh :)
The only thing preventing me from fully playing is lack of optimization, I played it with 5-8 fps on my old GPU. Probably it's because the game was made with the newest UE5. Anyway, good job!
Old Joseph is amazing) Always imagined he's looking exactly like in your game :) Good job!
Really invent approach! I liked the retro style and SFXs. Everything works nicely, but there is a bug with lines on screen which don't disappear when you launch another title. All of all, good idea!
I liked the design of angry snowmans and explosion FX, it was funny. :) I suppose that timer of the bomb may be scaled up a bit and combined with the remain "fuel" progress bar. Because for now it always holds at 0:05 and ticks out only when you out fuel, it confusing a bit at first. Anyway, good job!
Amazing game, laughed all of my playing time)) Especially liked how the dude encouraged me when I succeed. Model of repairer man is the best!
Hey, man! I liked the graphics style, and atmosphere feels immersive! It was exciting to playing, especially getting the fire rate boost after melee attack.
There are a couple of things I want to mention : * Difficulty level increases too fast, it seems impossible to deal with so huge horde of enemies.
* Because of its FPS game, your vision is restricted of only direction you're looking at the moment, and enemies often one-shots you from the back. Maybe you should consider adding some radar, it would help to figure out from which direction you'll receive next attack)
* The battle arena space feels a bit close. It seems doesn't enough to maneuvering when you're fighting with really huge amount of zombies.
Anyway, good job!
Hey! The game is enjoyable to play)
I felt a flow for some time, but any time after I noticed that difficulty doesn't grow up, it frustrated a bit.
I suppose it would be useful addition to implement waves with difficulty increasing and maybe give enemies opportunity to damage "towers", or for only for some of them. Anyway, great job!
I liked the idea, it feels pretty fresh! Also graphics, VFX, SFX makes the mood. The puzzles complicity increases smoothly and includes a learning process into gameplay, it feels coherent and completed. But I couldn't figure out how to solve the big maze with flammable tiles. It is clear that there is probably only one way to solve it, but after 10+ fails I felt frustrated a bit, and gave up trying) I think the complicity with this certain mechanic increased too rapidly.
All in all, a very good implementation of the theme!
Pleasure art style, simple and playable idea, and it matches the theme) I enjoyed the game! Good job!
Exciting atmosphere! I figured out nothing, but it was interesting)
@klumaster Thanks for your feedback!) Really sorry, you had to suffer so raw prototype of my idea :) I just updated the game. Will appreciate if you take another try!
@olsie Thanks for feedback! :)
@sagiii Hey! Thanks for detailed feedback!
Yes, the hammer is absolutelly raw designed, with almost no effects, so good suggetion to improve it at first, agree)
The idea is to produce actions, which delay platforms falling, to have bigger available battle arena space for maneuvering opportunities, but falling of the platforms is inevitable :)
And I agree there is a broblem with if you stayed alive for long enough, you're really nothing to do, except of staying at the last platform and endless shoot to it)
@jesper-hansen Thank you for so detailed feedback!
I agree, that weapon switching should be produced independently of which direction of mouse wheeling. I had a suggestion about it at first steps of idea implementing, but apparently got used to it while development time and didn't get enough meaning to this.
The idea to get equipped both weapons at a time sounds interesting! I should play with it, maybe it's really the thing!
I also had feeling that platforms quantity is too big, but in first iteration there were 3 circles of them :), so I have reduced it to 2.
Also had doubts about restricted camera view, I hoped the "minmap" would be helpful to detect current falling platform, but unfortunately, it doesn't produce its purpose in full meaning with current platforms quantity and timing balance.
@niki Thanks for feedback! Indeed the platforms quantity and falling timer have to be further balanced - decrease platforms or to prolongue timer. I suppose you just got out of energy) the gun consumes it to shoot
@arihan10 Thanks for feedback! I agree, tutorial would be useful, but I'm glad that you figured out how to play without it) Yes, some sounds/VFX for additional feedback and increasing satisfying effect when platform cools down is a great idea!
@dob Thanks for feedback! Ah, I'm sorry that you haven't got full experience of playing, my mistake. I had to mention about switching weapons by mouse wheel. This way you can choose range weapon which projectiles will affect the globes and cool down them to delay the platform falling. Would be appreciated if you take another try with this knowledge)
@mpk90 @zimny11 @radmccool @caudatecoder @mateusboga Thanks for your attention to my game, guys! I'm happy you enjoyed your playing!
@proxy-games Thanks for detailed feedback! It's satisfying to read that you played it longer than expected) I appreciate this)
I agree about the lack of sense to support arena space. And your notion made me think deeper about how to make it playable. Definitely there should be another element which will encourage the player to save the playing space, because of the necessity to maneuver. I already have a couple of ideas on how to fix it without spending much time. I hope I can implement these quickly to demonstrate :)
@javasaurus Thanks for playing! Yeah, I agree that a lack of music background makes the experience less immersive, but unfortunately I'm not a musician guy at all. Good reason to start studying this)
@mvasko2 Thank you for playing! Good point about confusing with no response of attacking the stabilizer with a hammer, I'll think how to resolve this. At least it should be a clear reason why you cannot restore platforms with this weapon. Thanks!
@kaldrin Thanks for feedback! Glad to see you got such a playing result, not bad! Yeah, for sure, gamedesign have to be deeper designed, I'm currently working on it, hope I could finish it before jam ends >_<
@4ahizon Thanks for playing! I'm happy, you enjoyed the playing experience! I'm currently working on improving game loop, and as you mentioned, it's really looks like a boss fight arena now :)
It was most unusual experience among all of games I played this jam) I was pretty sure that I got some error (although WebGL error looked fake) but further screen glitches which made me believe that it is an error for real. Only a lot of comments made me doubt that this is just an ordinary game and I tried a couple of times more and it was worth it!) Great idea, implementation and sense of humor!
I liked the atmosphere, the ghost looks really creappy and mysterious :) But character control feels a bit awkward, he moves forward too fast comparingly with moving backward, which seems like intentional complication. Anyway, good job!
The game is so funny) Really got to sweat a bit when trying to save the old man from the terrible death with my space button)
At third trying realized that using numpad for fixing the boat made the process easy a bit. I have a suggestion, that very rare powerups betwen the floating stuff, like ballons to restore the air capacity, or patches to fix one puncture or anything else which matches the style, could improve the playing experience and make the session a little bit longer.
Because for now it is too difficult to play and seems impossible to deal with 3 punctures at a time. Anyway, the game feels verry good! Good luck!