Amnesiac Adventurer by justinooncx 2019-10-10T08:50:20Z
Funny idea and pretty good execution. The last level took me a while. One of my favorites so far
Foon → Ludum Dare Explorer → Users → Zanthous
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | loop-loop-loop | compo | 3.40 | 4.00 | 3.80 | 3.90 | 2.80 | 3.00 | |||
| 2020 | 46 | Keep it alive | Nurturer (Compo) | compo | 447 | 3.50 | 3.40 | 3.32 | 3.82 | 3.09 | 3.30 | 3.32 | |
| 2019 | 45 | Start with nothing | Blob of nothing | compo | 200 | 3.52 | 3.40 | 3.76 | 3.77 | 3.11 | 3.11 | 3.07 |
Funny idea and pretty good execution. The last level took me a while. One of my favorites so far
Extremely well made, but being a puzzle game and rng based at the same time seems like a confused setup to me
Jump key press keeps getting eaten. If I had to guess you are listening for getkeydown in fixedupdate instead of update or something
I believe that my game softlocked when I skipped viewing the drawing at the first interactable, then viewed it at the second, maybe I pressed it too fast/ before getting out of bed.
The game is very cute, and the music is also very nice. I may have been stupid but I wasn't sure where to go right after getting the wall jump.
As many others have stated, the controls took away heavily from the gameplay. The concept of making it through levels with only some mechanics each time is decent though
My only issue is the movement felt unresponsive/laggy. The mechanics make for a decent puzzle game. As the game is now it could have existed on a small grid of tiles as well instead of a larger open world, depending on the direction you want to take the idea, it could help
I would be happy if you gave it a try because the mechanics at least were interesting. The progression and level design became an afterthought since I spent most of the time on mechanics and miscellaneous stuff.
@caesura Yep, sorry about that issue, I need to make it so parts stay in bounds/not ontop of other things when I can
A couple issues, the music is in 3d space so if the camera moves away it's only playing in one ear, additionally my sheep's pathing got stuck and ran back and forth until it diedsheep.PNG
Cool game concept, just feel like a bit more time before the first action is required on some levels would be nice to have.
Really funny, love it
I think the scene setup is kind of neat with the perspective and all. Don't forget to set a layer for your sprites (unless this was intentional)
I think there is an issue where the character on the top screen can go a lot faster potentially related to fps or monitor refresh rate, at least compared to the gif the game plays extremely fast and the game is over in 5-10 seconds. Seems like a neat concept if you can make it strategic and change up the minigame according to levels.
@blearn chrome
I agree with some other comments that movement seems weird. It appears you can input multiple move commands (which tick the hunger bar) without actually moving. With the current state of the game it appears to be a puzzle game but didn't really present any strategical decisions. This is what I would focus on next after movement
I've been looking for decent puzzle games this whole jam so happy I stumbled across this. I think it is neat even though sometimes it starts to feel hard to calculate what will happen next in a lot of cases. Putting out fires for most of the levels seems really op right now though, and that makes the levels way easier, was able to blast through the second version with this strategy.
Menu instructions are checking if a key is currently pressed instead of getting when enter was pressed down, it just skips the instructions because it runs fast currently
Fantastic graphics/audio I can tell those were the focus.
Really well put together game, I think if the pull on food was a bit easier to use and the game focused a bit more on navigating throughout the level (maybe some dynamic elements) it could feel a bit better to play
I assumed there would be a clear rhythm but it seemed to not sync up very well, the audio feedback/syncing seems like it matters a lot as well for this game so it is unfortunate that did not work out great. I did like the music though not sure it fit the game very well.
@jordantanner I can see that this version has improved a lot but it can still be difficult to see when I am able to click and honestly think there should be a sound effect for when you can, or just have the sound effect be in the middle of the timer + change the visual to match. (keep the timing window the same but adjust the display/add sound for it)
The game's strong points are the mood/art/audio. The gameplay isn't anything interesting/special but manages to provide a good experience nonetheless. I would say it isn't very applicable to the theme personally, since I see the theme as something that should specifically relate to the gameplay and this game for me didn't do that.
A decent concept, but has a few issues. The barrier seems to not move perfectly in some instances/gets stuck. It would also be nice if bullets bounced back in the direction that the barrier is pointing toward so you could aim at the enemies. Things also get a bit weird with multiple animals joining together and I am not sure this is necessary, or could use some work before it could be an ok mechanic
@kjscott I agree unfortunately I had to implement some of the content within the last hour (scaling difficulty, extra ui, plants + game over screen) because I ran out of time so some of these things are not implemented perfectly. Enemies were planned to destroy structures but I ran out of time and adding the required code/assets would have taken a few hours I estimate. Ended up spending around 26 hours working on this during the jam.
Post your end game screenshots!
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@ghast-neoh thanks for playing + the writeup. I haven't balanced out the numbers super well at this point but cool to see your base. Trees currently only make 1 connection and it's determined pretty randomly (I think just in the order it ends up checking)
@twobitadder thank you, I'm not sure I will continue the idea but check out the source code if you are interested @blushine time doesn't tick for plants walking on the red paths currently, thanks for playing + the long writeup
I'd like to add trees having multiple connections as a post jam thing and maybe balance the numbers a bit when I clean up the code base. Another interesting mechanic is planting plants on red paths, or to the right of them so energy spawns on top of paths. I'll have to give it a long playthrough and see if the difficulty scaling is too lenient. I'd also like to make moving around easier if possible so people don't kill their hands.
@mypalmike it would appear I vastly mis-estimated the correct values for this game oh well, I'm amazed though lmao, thanks for playing
@mypalmike that's really interesting to hear, I'm glad you found a use for them
your game is not published, tried going to depperm.itch.io as well and the page did not exist
A nice experience even through the rough translation.
Cool as a simulation even if the gameplay isn't super interactive/interesting from what I could tell. I also accidentally softlocked my game
Well done, cool game concept, and I like the color matching mechanic. I think it would benefit a lot from a slightly larger view area and improved enemy spawning coordination, such as potentially full scrolling levels with a background + new enemy types. I'm entirely sold on the auto rotating turrets at this point either. I also wonder if shift/spacebar could be better used for rotating since I could use different fingers for this than the main controls, and then leave q/e for less active mechanics such as powerups. I look forward to seeing if you improve the game further.
Congrats on your first completed game, I think like the other commenters said that improving the controls would be the biggest/easiest improvement. Also could be worth making the movement more snappy (up to you, design choice), changing the colors of the asteroids to be less dark (can't see some well), and adding a fire rate limit so the player can't just spam the shoot key
Neat little game, suprisingly simple ideas like this can be expanded into really cool games and I think this is one of those cases. 6447