Ludum Dare 23
April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
Head Trauma - drZool - 48 Hour Compo Entry
WSAD, E, Mouse Button
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Ratings
| #305 | Mood | 2.91 |
| #511 | Innovation | 2.75 |
| #612 | Humor | 1.88 |
| #628 | Overall | 2.67 |
| #646 | Audio | 1.86 |
| #668 | Fun | 2.38 |
| #710 | Graphics | 2.33 |
| #748 | Coolness | 41% |
| #784 | Theme | 2.21 |
Comments
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...
Really lacked direction, and on top of that the shadow engine made it very easy to become disorientated.
Weird experience, as well made me dizzy. But, I actually liked it for the innovation.
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!
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?
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.
Visually, very lovely. Had some trouble trying to trigger the pink buttons - maybe the colliders need to be bigger? Effects were nice, too.
@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.
Strange mood, but more feebbacks would be cool! (sound & graphics)
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 ! :)
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.
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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Sorry, i don't catch the theme here