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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter!)
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    Ludum Dare 23

    April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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    Head Trauma - drZool - 48 Hour Compo Entry

    WSAD, E, Mouse Button

    View drZool's journal. | View all entries by drZool

    Ratings

    #305Mood2.91
    #511Innovation2.75
    #612Humor1.88
    #628Overall2.67
    #646Audio1.86
    #668Fun2.38
    #710Graphics2.33
    #748Coolness41%
    #784Theme2.21

    Comments

    Lidfrid says ...
    Apr 23, 2012 @ 11:37am

    Sorry, i don't catch the theme here

    emongev says ...
    Apr 24, 2012 @ 5:44am

    I liked how the next world is smaller than the previous one (the theme i guess) and i loved the gun, and disliked i had to get it again at the beginning of each level. I hated the graphics, when they were dark i got a head ache because i didnt see anything, and then they were too bright...

    True Valhalla says ...
    Apr 24, 2012 @ 5:44am

    Really lacked direction, and on top of that the shadow engine made it very easy to become disorientated.

    karnakgames says ...
    Apr 24, 2012 @ 5:53pm

    Weird experience, as well made me dizzy. But, I actually liked it for the innovation.

    schizofunky says ...
    Apr 24, 2012 @ 8:51pm

    I really liked the idea, it felt very surreal! The enmies are quite cool and you did a good job of the splat animations :D The Walls are a bit bright tho, it disoriented me but also hurt my eyes to focus!

    kratorspore says ...
    Apr 24, 2012 @ 8:58pm

    This was pretty interesting. Once I found out I could run, it was a lot more enjoyable! I liked the 'splat' when you killed the blobs. I liked the ambiguous nature of the game. It felt very mysterious. It would have been nice if there was some acknowledgement of finishing the game. Once I killed the big blob I couldn't see anything else to do. Pathfinding was really great, did you use Unity's new pathfinding stuff by chance or did you roll your own?

    firstrowgames says ...
    Apr 24, 2012 @ 9:00pm

    I acctually like this kinds of graphics and the game was very unique.
    But the lighting that was on the walls was a bit too bright.

    Apr 25, 2012 @ 2:41am

    Visually, very lovely. Had some trouble trying to trigger the pink buttons - maybe the colliders need to be bigger? Effects were nice, too.

    drZool says ...
    Apr 29, 2012 @ 7:15am

    @kratorspore Thx! Yes there is a bug after you kill the blue boss. It should have shown the win screen. Yes I used Unity's NavMesh for pathfinding. It was really easy.

    samoojamies says ...
    May 1, 2012 @ 10:07am

    Had some innovation and good mood.

    Rémi says ...
    May 4, 2012 @ 11:58am

    Strange mood, but more feebbacks would be cool! (sound & graphics)

    Benjamin says ...
    May 6, 2012 @ 10:14am

    I like it ! When I killed the boss, I would have prefer to see an ending ( even a brief one ) instead of just walking around not knowing what to do. Sometime just a "the end" screen is enough to transform a 48h experiment prototype in an actual game ! :)

    Daniel says ...
    May 6, 2012 @ 10:16am

    Very surreal O_O

    Th3dz says ...
    May 6, 2012 @ 2:37pm

    Would have liked an ending. Cool otherwise.

    smvilar says ...
    May 8, 2012 @ 3:07am

    Nice concept! I'd be awesomer if the transitions were smoother, to help you notice you're going deeper. I didn't like the shooter part.

    TyrusPeace says ...
    May 10, 2012 @ 7:58pm

    I agree with others that the lighting style for the levels was disorienting and somewhat nauseating. I really like the splodey-splash death for the enemies, though, and the zooming into the next level effect at the end was neat. I do wish that factored more into the gameplay, but it's a cool effect.

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