I played thru the tutorial and I got super exited for the platform-spawning-gun it seem like a super fun mechanic. But sadly I think that the enemies movement and damage is not delta time scaled and I died instantly, as soon as they saw me they teleported to my face and killed me :(. I Would love to try it again if it is patched. I think you have some really fun ideas in this game. And I think it is awsoem you mad all this your self! (P.S btw love the flames in the loading menu)
Is it normal that the enemies kill you in one hit? I tried to get through first level but always kept landing on one enemy that killed me and restarted the level :O
So, its a fun premise with surprisingly smooth controller. My only complaints are that the font for the ammo is too small, and I used the platform gun to skip the first level by double jumping and platforming. You got something good here, keep polishing it and I look forward to any fixes you do. Also, I got a tad confused on the 'Sacrifice your money thing" What money? and how?
Hi! Nice first LudumDare, i hope you enjoyed and learned a lot.
I really liked the devil's voice over (Only the intro part feels a bit slow)
I would like to tell you my vision about some design problems i found.
Limiting the platform rifle only to a fixed amount of ammo (Not something like "You can only shoot 2 platforms untill you touch the ground again) allows me to jump high through the level without even worrying about the enemys.
If you run (Right or Left) in the side of a platform you wont slide, making it much easier not to fall.
Some colision boxes, like when you complete the first level and lets you choose about money or automatic rifle, can be obtained just by jumping because that box goes over the blocking white walls. So i can save my money and still get the rifle.
Appart from that, little bugs are always there in every game we summited to LDJAM.
Nice work, you are brave by doing a game all by yourself, and i see a good result in this "First Try on LD"
@barrier Thanks for the feedback! The enemies don't kill you in one hit but I do agree, I do think the enemies are too strong but due to time constraints I didn't have much time to balance the game.
@2016mcook, Thanks your feedback! Your supposed to push the money over the edge of the platform once the white boxes disappear, I wanted to add better subtitles to the devils voice but didn't have time, I be sure to do so in future updates to this game though which also help to make everything more balanced
I had fun playing this. Story was straightforward and self-contained, and I liked what you were doing with the propulsion gun and the weapon choices.
That being said, movement felt sluggish, something you could possibly fix by increasing fall speed or giving the player a grappling hook or a slam move to let them reach ground faster.
Most Enemies were essentially one-hit kills, and to be honest, I liked that. It puts emphasis on positioning and reaction speed to prevent death. My personal tastes aside, since you have a health BAR implemented, this current setup feels like it could be improved upon. I suggest you either decrease the damage taken from enemies, look into giving the player invincibility frames to avoid instant death, or replace the health bar with hearts.
The boss fight was alright. There's a tiny gap where you can just hang out above the demon's head and shoot his horns through his shield until he dies though.
By the way I lost my extra guns when i died in the boss fight, not sure if it was intentional or just a bug. maybe look into that.
Thanks for your game. Hopefully I'll get to see more of you in later jams!
@icegold Thank you very much for the suggestions and bug reports! They really do help to improve the game. Frankly, I agree with most of what you said. I'll definitely set aside more time for bug fixing in the next jam
I enjoyed the concept. I think though the controls still have some bugs to work out. Also some of the physics with the enemies is off. There is one that would one hit kill me. Overall its good and small bugs are expected in the JAM!!!!! Thank you for making this:)
This one was quite interesting. I really liked it :D By the way, making it an installer may sketch some players out. I'd recommend not doing that next time and just upload a zip. I was a bit sketched out myself so I scanned it lol. But overall really good job.
Interesting entry. I liked that there was a lot that could be done in a sort of pacifist playthrought (the boss didnt work that well with that midnset thought^^). The Chasing wall a bit easy on the tempo and the flying gun downright imba. Once you found out around where the ammo for that was located you could skip most parts of most levels. Still overall a balance that works out since I had to reset to checkpoint a couple of time. One thign that seemed a bit wonky was how much dmg foes did to me. Do you dmg in "OncollisionStay"? because if you jsut brushed a foe it wasnt much at all but if you jumped on them (you can actually jump right off without getting dmgd, I assume due to the length of the groundecheck raycast?) then you die right away.
@d3vil0p3r Yeah, there are quite a few bugs but I'll definitely continue to iron them out as I work on this game.
@mitch-cutler The game definitely had some balancing issues, sadly I didn't have time to get any of my friends to playtest the game before I released it.
@steel-dev I had the exact same feeling about the installer but I it was the only way I could remember how to do it and I was fighting against the submission deadline. By the next jam my games should all be downloaded like you suggested.
@radow The enemies are definitely too powerful, I'm going to add a timer that makes the player invisible for a second when they are damaged. The way damage works is through a Boolean. Its set to positive when an enemy enters the trigger around the player and then negative when they leave the trigger. If the Boolean is positive the enemies apply a certain amount of damage each second. You are also 100% correct on the ground check except I used a trigger rather than a ray cast a I wanted the player to be able to jump even if only one corner of the player object collided with the ground. A ray cast only works if the middle of the player collides.
Thank you all so much for the feedback! It helps to make the game 10000 times better
@sadzanenyama On that note: there is a type of Raycast called Physics2D.BoxCast that -since you have a square player - could actually hit the area under all of the player. But there is nothing wrong with using a triggerare^^ I'm a bit surprised that enemies kill you imidiatly when you properly land on them with the system you described.
The commentating on this was bloody amazing. Also great tutorial. The final boss fight fealt a bit wierd as I was more scared of the birds than the devil. Great game.
Hi there ! The platform gun is a great idea, but you should polish your character controller (The gravity feels like the moon), add invincibility frames when you get hit, maybe some knockback etc, to add some juiciness to your game ! Keep up with the good work :)
Hey there, just played the game, it's pretty good but I feel like the shortcuts to switch weapons don't make any sense. Either you put 1 and 2 as the weapon slots or use Q to switch weapons and it goes both ways, having a mix of the two is really disturbing.
@norfma I definitely agree with this, my original plan for putting the one weapon as Q was so there was easy access but through seeing others play testing I came to the same conclusion that it just confuses people
Very pleasant game! If you did it alone, it is fantastic result :) I have some small remarks to the game, but they don't have a big influence to the impression from the game: it's not obvious, how many shots you should make to kill the enemy, you should change weapon to take ammunition for it, fire doesn't kill you, collisions with blocks on sides are strange, the sucrifise theme hasn't logic realisation But the music and sounds of the game, this dark voice :D controls and idea with blocks creating blocks weapon is very wonderful :) I had a lot of fun playing it!
@alexey-cherkasov Thank you for the feedback. I don't mind the small remarks either as improving those too can add up and help to make the game much better!
@ruba Yeah, I can definitely agree with the graphics. I'm trying to improve my skills with graphics but I'm a programmer at heart. My next jam game should have better graphics though! Thank you for playing!
The game was fun to play. The "ladder" gun was an innovative idea. Although, the AI was a little bad. I could win the game just by baiting the AI come for me and fall from the platforms. I think you could correct them a little in that regard.
Hey. This is a great idea and a phenomenal entry for being your first. I think you already have enough feedback so I will just say that you did a great job and see you around the next jam! :D
What an interesting game! I love the creative uses of the weapons, and I actually like the way you can exploit the AI for your own benefit, haha. The Devil's voice is great, but I suggest to add subtitles when he speaks. Some players won't be able to have sound turned on while playing, and some players are deaf. The first time I played, the screen was stuck on the Devil's face before the first level and I couldn't advance, so I had to restart the game. Before getting stuck, I had played the tutorial and quit after dying, I don't know if that information helps.
@firebug Thank you for the info! I just managed to fix it. Your information really helped me narrow it down. If your interested about the reason causing it here it is. I didn't realize that when loading into new levels the timeScale carries over. When you die, time stops. The intro of my game loads the next level after a certain time has passed but since time was paused this time was never reached! Thank you!
@sadzanenyama This one was hard to control for me. I hate the infamous "collision happens and just continues to happen" really wrecks my games lol but I absolutely loved your voice over stuff lol
That was really fun! The sense of humor, music, art, and controls were really fitting, however I felt like the enemies could deal a lot of damage, which encouraged me to speed run the levels sometimes. Having audible feedback when being damaged would be a good idea, alongside having the game as an zip file rather than an installer. Also, the boss level was a really great addition. All in all, a solid entry!
Comments54
I really liked the devil's voice over (Only the intro part feels a bit slow)
I would like to tell you my vision about some design problems i found.
Limiting the platform rifle only to a fixed amount of ammo (Not something like "You can only shoot 2 platforms untill you touch the ground again) allows me to jump high through the level without even worrying about the enemys.
If you run (Right or Left) in the side of a platform you wont slide, making it much easier not to fall.
Some colision boxes, like when you complete the first level and lets you choose about money or automatic rifle, can be obtained just by jumping because that box goes over the blocking white walls. So i can save my money and still get the rifle.
Appart from that, little bugs are always there in every game we summited to LDJAM.
Nice work, you are brave by doing a game all by yourself, and i see a good result in this "First Try on LD"
Keep it up
That being said, movement felt sluggish, something you could possibly fix by increasing fall speed or giving the player a grappling hook or a slam move to let them reach ground faster.
Most Enemies were essentially one-hit kills, and to be honest, I liked that. It puts emphasis on positioning and reaction speed to prevent death. My personal tastes aside, since you have a health BAR implemented, this current setup feels like it could be improved upon. I suggest you either decrease the damage taken from enemies, look into giving the player invincibility frames to avoid instant death, or replace the health bar with hearts.
The boss fight was alright. There's a tiny gap where you can just hang out above the demon's head and shoot his horns through his shield until he dies though.
By the way I lost my extra guns when i died in the boss fight, not sure if it was intentional or just a bug. maybe look into that.
Thanks for your game. Hopefully I'll get to see more of you in later jams!
The Chasing wall a bit easy on the tempo and the flying gun downright imba. Once you found out around where the ammo for that was located you could skip most parts of most levels.
Still overall a balance that works out since I had to reset to checkpoint a couple of time.
One thign that seemed a bit wonky was how much dmg foes did to me. Do you dmg in "OncollisionStay"? because if you jsut brushed a foe it wasnt much at all but if you jumped on them (you can actually jump right off without getting dmgd, I assume due to the length of the groundecheck raycast?) then you die right away.
@mitch-cutler The game definitely had some balancing issues, sadly I didn't have time to get any of my friends to playtest the game before I released it.
@steel-dev I had the exact same feeling about the installer but I it was the only way I could remember how to do it and I was fighting against the submission deadline. By the next jam my games should all be downloaded like you suggested.
@radow The enemies are definitely too powerful, I'm going to add a timer that makes the player invisible for a second when they are damaged. The way damage works is through a Boolean. Its set to positive when an enemy enters the trigger around the player and then negative when they leave the trigger. If the Boolean is positive the enemies apply a certain amount of damage each second. You are also 100% correct on the ground check except I used a trigger rather than a ray cast a I wanted the player to be able to jump even if only one corner of the player object collided with the ground. A ray cast only works if the middle of the player collides.
Thank you all so much for the feedback! It helps to make the game 10000 times better
I'm a bit surprised that enemies kill you imidiatly when you properly land on them with the system you described.
Nice game, i liked that little detail that the bullet cases remain on the floor
well done
I have some small remarks to the game, but they don't have a big influence to the impression from the game:
it's not obvious, how many shots you should make to kill the enemy, you should change weapon to take ammunition for it, fire doesn't kill you, collisions with blocks on sides are strange, the sucrifise theme hasn't logic realisation
But the music and sounds of the game, this dark voice :D controls and idea with blocks creating blocks weapon is very wonderful :)
I had a lot of fun playing it!
Anyway, you can watch me play a bit here: https://www.youtube.com/watch?v=1YWwvCkHNwA
If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346059114?t=15m05s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin