Foon → Ludum Dare Explorer → Users → Zantamar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | 👥 | Terra | jam | 496 | 3.17 | 2.43 | 2.50 | 3.60 | 3.55 | 3.04 | 2.56 | 3.31 |
Great idea, I love the 3D tower defense and shooter combo. The biggest problem I had with this game, and hopefully this can help others out who try to play, was at the world creation menu. There is a text box which seems to imply the world can be named, but trying to name the world causes the menu to not respond. I though the build was broken, but then realized what might be going on and tried an integer only input, which worked. Definitely specify if you are asking for a seed or name, lest many players give up before they even see it! The art style was very unique, well done on making all the models. My biggest criticism would be the clarity of intention: I wasn't sure which resources were which, or where the game was going and how it would end. However, well done on the UI, probably the best UI I have seen yet. Thanks for your game!
I really liked this idea, and I think it fit the theme very well. However, the lack of vertical clearance on step means that stepping over obstacles, as one would expect to do, doesn't work much of the time. This combined with a cost per step and a quick fall-over time made for some frustration for me, and kept me from playing more. I loved the atmosphere and look of the game, and the fun nature of the goals was really entertaining. Thanks for your game!
I loved your art! Each one made me long for more, to see what you could do with bringing about a whole world. My main concern with the game is the following: The main player interaction with the game, the dialogue choices, don't feel like they matter as you are reading them. This is something that I think is really hard to do, and even games like Fallout have faced criticism over it, so great job in such a short time. Can't wait to see your next game.
Fun idea, reminiscent of the Magic School Bus. The AI makes the game pretty easy, but enjoyable anyway. As a note, for me the in game music was extremely loud, even on very low system audio settings. Thanks for your game!
Fun, very cohesive feeling game. I liked the sound feedback, especially on the weapon firing, and the "blood" effect on enemy death was a nice touch. A few comments 1) I also experienced the repeated "Game Over Man!" sound effect several times (Google Chrome). 2) The collision detection was quite wonky, and several times the projectiles would skip over the faster skull enemy and hit a slower ship enemy behind it; sometimes this could lead to forced damage. 3) I also dislike that it eventually leads to spawn rates faster than your turn and fire rates, and would have preferred something else, perhaps a few levels with increasing spawn rates-- I love beating games! Very good job for the time frame though!
Good idea with the lane attacks approach, I had fun with it. I also really liked the aesthetic; the towers were great! It did indeed have a bug that caused instant game over that I encountered a few times. Also, I agree that the game needs some balancing: The medium units have the same cost as the light, and as the AI for me tended to focus on one lane, it was easy to spam light units, take the Medium upgrade, and then win by spamming mediums to all lanes. Perhaps cost adjustment and/or resource regeneration speed adjustment would make the choices you make in which units you send and where you send them feel more important. Overall, very fun, thanks for your game!
Great nostalgic feel. I commend you for your procedural generation efforts; I love games with procedural generation and it is a lot to take on in a short time. If you can, list the quit button in controls as well; I had to force quit your game from the OS. Thanks for your game, it reminded me of the old-school Legend of Zelda games!
A fun idea with a good graphical foundation, this game had me excited for the prospect of a tower defense and shooter combination, which I enjoy. However, I feel a bit more time was needed to get the balancing right. On one hand, the simple AI makes spinning around a centered mass of enemies very effective. However, upon reaching level 2 and not receiving resources back for previous turrets, it was hard to defend against the two spawners and attempt to build turrets. I think another look at the resource costs and damage/health ratios, plus some SFX for the gunfire would really make this game a great time killer! Thanks for your game!
Great idea, and love the local multiplayer ability. I enjoyed seeing the different weapons in action, and I always am excited about procedurally generated worlds. I wish the movement was more limited to keep the first player from having a large advantage and to keep the aim mechanic most important. I also would love to have a slightly better AI, as mine killed himself more often than I killed him. However, great job for so little time, and thanks for your game!
Fun little game with nothing unnecessary. I agree with previous comments that the long rotation times seem to disrupt the pacing of the game, and moving towers seems slow. For some reason I expected a credit based system based on enemy kills for purchasing more towers, so I felt a little unrewarded when the number of towers were simply based on time. All in a game built on solidly fun footing, thanks!
Thanks for posting your game! I really enjoyed the background music, and the art style meshed very well with the theme. Two things I would change if possible: 1) I loved the idea of the foot, and the shadow was a great touch, but because of their static nature it seemed to force you into the same "lane" every time, which took out a lot of the interaction with that mechanic. 2) My first few deaths were confusing as I had a hard time telling what had happened. Good work!
I love couch co-op, and was really excited to see one on here! Played with a friend and had some fun, but I felt like randomness had a bigger impact than the controls. There may have been some input problems, as as the blue robot we only had slight control over the cube, not total. Overall a good concept and interesting idea. Thanks for your game!
I really loved your idea; it was one I have played with in my mind a lot, and so was really excited when the game started and the alarms were going off. I actually played the Post-Jam version first, and will say that your own assessments are correct, the sound made a huge difference. In fact, in the Post-Jam version I would even have liked more "success" sounds for each subsection of the puzzle, as at first I wasn't sure if I was failing. Still, great and exciting game overall, I hope you return to finish it in the way you intended, I would love to play it!
I really liked the art style here, and the sound left me a lot more immersed than I expected! The killing enemies was inherently fun, but I was left longing for one more mechanic to help gauge my progress, perhaps a timer? Something to defend? Still well done for the limited time. Thanks for your game!
Fun idea! I really liked this game, but the later stages ended up being too hard for me. The visual feedback on planet size vs gravity factor made the game somewhat trial and error for me, but I enjoyed it nonetheless. Also, I became impatient for more rocketry during the wait time of each banner, maybe make those skippable with an input? Thanks again for your game!
Nice homage to an old classic. However, because the enemies instantly fire when spawning and there is no ability to dodge, I felt somewhat powerless to fight back. Maybe giving them a small warm up time would make the player feel like they had a fighting chance. I really liked the audio feedback for everything though, great attention to detail. Thanks for your game!
Really interesting idea. I liked the strategy of switching between the ships modules, although it was hard to wrap my brain around at first. I have been toying with a similar idea, so I know it is hard to come up with fluid control switching, so great job on such short notice. The one thing I would love to see is the ship being kept on the screen. I got bumped off a few times and was initially quite confused about what had happened. Great first game, I hope to see it develop more!
I had a lot of trouble with this game. The combination of the close camera and the slow responding controls often left me wondering if my inputs were having any effect at all. I enjoyed the music at first, but it did become repetitive after a while. I think a more top down camera angle would help the player to see more of what is going on and feel like they are engaged. Thank you for your game!
I love the retro feel on this. It made me flash back to the old school Castlevania games. I loved the art, although the coloring on the main character became a little hard on the eyes after a while. The one thing I was missing is a feeling of danger from the enemies; they seemed to be there to be walked over rather than pose any threat or challenge. Over all great game, thank you!
Nice use of the light/dark idea! The game felt quite difficult for me; the combination of lack of information from the darkness, reaction based obstacles, tight space, slow movement speed, and large hitboxes made the "choppers" seem more frustrating for me. However, the interaction of sound in the darkness was great to experience as I tried to figure out when to go. Thanks for your game!
Very fun action shooter with good atmosphere! The same boss following you through the environments was really a fun play on the idea, and the whole game felt very put together. I'll have to experiment more with the idea of leaving the armor, I didn't feel the need to really use it. I felt I was missing both a crouch button (just because I feel like it is common in these types of games) and the ability to shoot while jumping. However, none of this significantly took away from the experience. Thanks for your game!
Great little puzzler. I completed it and enjoyed my experience, and wished there had been a little more! One more mechanic to add to the others would have been perfect in my view, but time is always against us. Also, for me the pixelated text was a little hard to read, but as there is not much of it, it didn't significantly effect the game. Thanks for your fun game!
Great job! The world generation was very good, and I felt the world was huge. 3D world generation seems amazing in such a short time. I did indeed get lost a few times. I would have enjoyed a bit of background music to accompany my roaming, and maybe a texture on the ball, but overall great game.
Thanks for your game! I enjoyed the 3D environment, and how interactive everything was. Great mix of humor and tackling serious issues. If I had to make critical comments, I would make 2; 1) I expected the phone screen button to exit the phone, rather than another button on the far right. Perhaps make the button more explicit? 2) I wanted to play more, it ended too quickly for me. Thanks for a fun experience, great job for such a short time.
I really like this idea, and it works well from the first person perspective in a 3D world. I wish the "persons" were more than just cubes to give a closer feel to actually looking instead of just clicking, but understandable with the time constraints. One other thing I found was that after one 3 or so boost power-ups, I could quickly collect a large number of them and go where I wished. Perhaps a slower ramp up in boost with each pickup would help extend this. Thanks for your game!
Thanks for your game. I really like the overall aesthetic, the map and icons were well designed, and the music was unobtrusive. But after playing through around 35 turns, I couldn't really get anything to happen. My citizens were all happy and I just kept producing goods. I stopped choosing to consume goods eventually hoping they would revolt, but I couldn't get that to happen. Thanks for your game!
Thanks for your game! I like the overall look in your game, but was somewhat disappointed in the lack of player interactability. However, everything felt much better once I felt the colors running through my body. Can't wait to see your next game!