WoA IV - My Results

Published August 27, 2016
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This is my scoresheet and feedback on each game, please note the feedback is under the scores, not above them!

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Team: 7 day masochists
Game: nameless
Download: https://drive.google.com/folderview?id=0ByRMOIz9rEO0NFlIUkg1MDlwVkE&usp=sharing
Members: IYP, newt
Tech: -

Gameplay: 15/25
Graphics: 16/20
Theme: 10/20
Audio: 7/10
FTUE: 4/10
Particiption: 10/10
Judges: 2/5
Total: 64
Thoughts:

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This actually is a decent start of a potential zombie game. Unfortuantly a number of annoying issues drags down the overall score. let's start with the bad, no ability to restart after dying means quiting the game on each death. combined with the way things start that requires probably a dozen attempts before you know how to effectively get out of the center of the hoard so you can actually explore and setup a defense. bullets don't seem to have any feedback, although their does seem to be zombie health as they do stop moving if shot enough. and although the graphics are fairly good, their's a noticable flickering of lights here and there, as well as sudden lag spikes. after probably 20 attempts i called it good(my last i was able to break away and explore abit.) onto the good, the ai is actually very well done, the zombies don't seem to get stuck on things very much, and are constantly following me. the controls are also pretty good, and natural for a third person shooter. even without instructions i figured out most things, had the game not required restarting on each death the FTUE would have been fairly high. Their also seems to be a vast world outside the facility, and a pretty nice skybox as well. As for theme obviously zombies fit for undead, but i didn't see much in the way of the other options. had a number of the smaller bugs been taken care of, I think the score for this game would have been much better as i do feel their is a solid start of a zombie game here.
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Team: Aletheia Game Studio
Game: Resurrex
Download: https://drive.google.com/open?id=0B9VrclvlENaSRE9KOVlxSGlZT0E
Members: cefleet, Rick
Tech: Godot game engine

Gameplay: 20/25
Graphics: 16/20
Theme: 20/20
Audio: 8/10
FTUE: 4/10
Particiption: 10/10
Judges: 4/5
Total: 82

Thoughts:
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Wow, i spent way too long on this game. I had every intent to eat every single cop that was on the street level, i was upto about 500 zombies eaten before....before the game finally crashed :(. I coudn't do that again, so anyway aestically the game is pretty good, I get a stop motion type feel from the graphics, and watching the trex regenerate it's form is very nice. obviously we hit undead with the trex, and i'm not sure if you were going for either shadows or evolution, but both were pretty well handled imo. The controls could use a bit of work, as walking around was a bit weird. knowing what body part does what is basically a crap shoot. I did discover the tail could kill people without actually losing body parts, but how to do so consistently eluded me. The music was low key and fit together fairly well. I enjoy the game overall, and liked the 2.5Dish setting presented to the player, the cutscene was fairly funny. however not being able to skip such a long cutscene (at least nothing i did let me) makes it hard to want to start it back up. It was fairly good entry all around!
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Team: Bytetroll
Game: runic
Download: https://www.dropbox.com/s/10vvhhgfhom6k9i/team_bytetroll_runic.zip?dl=0
Members: Bytetroll
Tech: self built, java, libgdx

Gameplay: 10/25
Graphics: 14/20
Theme: 8/20
Audio: 7/10
FTUE: 7/10
Particiption: 4/10
Judges: 1/5
Total: 51

Thoughts:
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Um, well it took me a minute to realize what i was looking at. a slot machine is an interesting interpretation, i'll give you that. I really only see the ruins element here. anyway, i'm not really sure what else to say, I've never really been big on slot machines so I wasn't sure what pattern's i was looking for. It's an interesting idea, and graphically looks pretty good. but their's not much else i can say about the game.
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Team: dmatter
Game: Gamut of Blob
Download: https://drive.google.com/file/d/0ByC640XVJpKJN1Nhb045MTZBMWc/view?usp=sharing
Members: dmatter
Tech:

Gameplay: 19/25
Graphics: 18/20
Theme: 16/20
Audio: 10/10
FTUE: 10/10
Particiption: 10/10
Judges: 5/5
Total: 88

Thoughts:
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What a truly excellent concept. The entire game's atmosphere is reminiscent of portal, humor interspliced into your journey through the game. the only issues i have with the game is it is too short, and the puzzles are fairly easy, or have very few fail conditions. Their are alot of interesting idea's here, the mish mash of different characters that can access different area's of the level. As well the game shows it could easily handle larger levels. I'm unsure if dmatter was going for puzzler, or for a journey type game, as their is a sort of finality with all your actions that built ontop of what came before. The game is graphically very clean, and the music adds beautifully to the atmosphere created. Overall a top notch game, something that could easily be a good time waster provided a good number of levels could be made. many props to dmatter for this years entry!
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Team: Frango Digital
Game: Labrat
Download: http://frangodigital.itch.io/lab-rat
Members: devn00b
Tech: -
Instructions: https://www.gamedev.net/topic/681151-week-of-awesome-iv-the-competition-thread/?view=findpost&p=5305744

Gameplay: 10/25
Graphics: 16/20
Theme: 15/20
Audio: 7/10
FTUE: 3/10
Particiption: 10/10
Judges: 0/5
Total: 61

Thoughts:
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It took me a bit to figure out why controls would not respond for me. I was in the middle of recording the game when i noticed my fps monitor was showing 4000+ fps for his game, but when recording bought it down to 600+ the controls seemed to be more responsive. I installed an fps limiting dll and volia by forcing it to vsync at 60fps the game was now responding to input. so onto the game itself, well it's not terrible complicated. flash a light to see the level for 5 seconds, and basically memorize your way through the level. unfortuantly level generation doesn't seem to generate blocks on the outer edges, and the start/end points always seemed to stay the same. just walking along the outer edge would get you to the destination. Their are zombies you have to watch out for, but in general they didn't seem to be a problem. the main screen being like a monitor over a room was pretty nice. I didn't see much else in the game to do, it's an interesting idea that could have had a better execution in my opinion.
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Team: Grey Army
Game: Sepulchre
Download: https://www.dropbox.com/s/dgqzskpzrshtsbl/Sepulchre%20-%20Grey%20Army.zip?dl=0
Members: Servant of the Lord, Celesol
Tech: C++, SFML, self built engine.

Gameplay: 18/25
Graphics: 17/20
Theme: 14/20
Audio: 6/10
FTUE: 8/10
Particiption: 10/10
Judges: 4/5
Total: 77
Thoughts:
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A decent but short game. The combat mechanics are interesting, but their is no indication of turn order, or which pets are suitable for what, so i stuck with the tiger and ... dragon, lizard? thing. once you learn that health carries between fights you can abuse this by defending and healing for a few turns. even so without doing that the difficulty of the encounter's don't necisitate much strategizing. I'm unsure what the buff does(makes criticals more likely if i had to guess.) The story is short, and kindof demeanted. I also didn't like killing the one guard who was on our side...actually several people were willing to help you, except you murder them in cold blood. Graphically things are fairly nice, although i'm not sure if the background art match's with the soldiers/main character, the two styles just seem a bit different to be meshed together. The audio is a good fit for each battle, but between battles the sound would cut out at times. Things were pretty easy to get going, the only issue i encountered was at the start hitting space bar too quickly caused the game to crash.
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Team: KodingNights
Game: Ruins Of The Risen
Download: https://drive.google.com/file/d/0ByvrLHH7mGvpVWlHekEyMTZxNTA/view
Members: DKoding
Tech: Java, own engine

Gameplay: 22/25
Graphics: 15/20
Theme: 18/20
Audio: 10/10
FTUE: 6/10
Particiption: 10/10
Judges: 5/5
Total: 86

Thoughts:
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When i initially loaded up this game on my main pc, i played it probably a dozen or so times initially, as i discovered their was a bug with level generation that prevented the player from directly accessing the clue to move on to the next level. after confering with dk he suggested i play on a different pc as the levels are randomly generated, but are keyed to each pc, so every player gets a different experiance, he also told me certain weapons could destroy the walls, something i had discovered once, but never found the weapons again. on my laptop I did get much further, the 4th in fact, unfortuantly it seems the bug struck again, as i was placed inside a room which had no way out, and no clue to be found (I had to deduct from the FTUE for this) :(. After an attempt at a restart i had reached the portal for the 3rd level when the game froze and crashed on me. I really did want to fight that boss that dk talked about, but unfortuantly I have no more pc's to play on. Overall I did find the game very enjoyable, and I quite liked the lighting and atmosphere presented. the evolution I feel was presented through stronger and bigger baddies as you progressed in levels, which seemed to be building up into some stronger enemy's. The variety of weapons presented was also very nice(with the exception of the SAW, which seemed to always ricochet back at me). I also think the shadow elements fit in very well with the atmosphere that was created. The audio was very well picked as well. controls were mostly great, other than the fact that you can't rotate while shooting, everything else worked great. I even tried with my 360 controller which worked as well. Graphically the lighting system was mostly on point, although it seemed that it was possible for the lights to stack in such a way it wash's out the color of the scene, sometimes making the particle effects detrimental to vision. speaking of the particle effects i do think they were relied on a bit too much, and could have probably used a bit of toning down in that regard. Overall this is a solid entry, I really wish the level generation didn't cause the issues i had, but I did get to play a fair bit of the game in my opinion.
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Team: Kseh
Game: Doom in the Shadows
Download: https://drive.google.com/open?id=0B_Q81-JW_FJJODBXa2h3T2lUdG8
Members: Kseh
Tech: C/C++, SFML, self built engine.

Gameplay: 15/25
Graphics: 10/20
Theme: 11/20
Audio: 6/10
FTUE: 7/10
Particiption: 10/10
Judges: 3/5
Total: 62
Thoughts:
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This was fun, although not much to see game. Having a series of wave's of undead swarm you is fairly fun. the weapon at your disposal(aptly named a shadow orb) is uesd to send the undead(and by send, a pretty awesome decintigration animation) back to their respective dimension. of course you can accidentally kill yourself by running into the left over shadow. i got to about having 20 guys chasing me when i accidentally ran into my orb and died. firing up the game again i encountered a crash fairly early into the game when i was near the bottom of the map, and decided i'd probably seen everything with the game. the map itself is moderate size, but unfortuantly is devoid of much in the way of things to see, besides a series of dead trees. I think the game itself is a good start, but needed some more polish near the end on map design and ways to kill things/be killed by things. overall a decently fun game.
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Team: mousetail
Game: Undead Evolution
Download: https://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_id=32967
Members: mousetail
Tech: (not stated, speculated self built.)

Gameplay: 20/25
Graphics: 10/20
Theme: 17/20
Audio: 9/10
FTUE: 6/10
Particiption: 10/10
Judges: 5/5
Total: 77
Thoughts:
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At one hundred days the zombies shall know fear of the last remaining village! surrounded by spikes, and men whom are beyond super human(including one man with over 9000 health!) soon we shall take back the world, and be gone with the scurge that is the undead! this game was quite the time waster, the starting point is a bit challenging, and it's geneally not worth risking people to evolve so early on. instead setting up a parameter of maxed out spike's was much more cost effective, after the spike grid is setup the game becomes pretty damn easy. at about day 30 i figured i'd seen everything, but kept chugging along wondering if the zombie hordes could ever overwelm me. at day 100, and lagging down my computer a bit on each night passed, i figured no, they can't over come me. by day 100 i had mutated dozens of my citizens into unstoppable killing machines, requiring a battery of clinics to even get them up to full health after the mass of evolutions. the numerous genetic labs that lay waste across the landscape. this was all time i felt well wasted. very fun game, although graphically a bit short coming, evolution and undead are done fairly decently. Audio is fairly good and well fit as well. some of the controls could use a bit of work(a point and click game that doesn't at least support w/a/s/d as well as arrows?!) as well the ui itself is a bit odd design. overall a pretty fun and entertaining game.

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Team: Neon Light Games
Game: Relic Hunter
Download: https://drive.google.com/file/d/0B7OCTMofiWbhOTNORThvZ2Iyc1U/view?usp=sharing
Members: slicer4ever
Tech: C++, self built engine

Gameplay: 25/25
Graphics: 20/20
Theme: 20/20
Audio: 10/10
FTUE: 10/10
Particiption: 10/10
Judges: 5/5
Total: 100/100

Thoughts:
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Come on, what score did you expect me to give myself? :P

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Team: New New Things
Game: Forbidden City
Download: http://www.georg-rottensteiner.de/files/ForbiddenCity.zip
Members: Endurion
Tech: Self built, based on DirectX8, DirectInput, DirectSound (the "Xtreme" engine)

Gameplay: 22/25
Graphics: 18/20
Theme: 14/20
Audio: 10/10
FTUE: 8/10
Particiption: 10/10
Judges: 4/5
Total: 86
Thoughts:
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A pretty fun puzzle game in which you are limited by your latern and bound to the nearest torch. exploring the dark and not being consumed in the lack of light at first seems relativly easy, but as the level designs evolve, you get pushed to the limits. so much so that i eventually had to skip the 4th level(and what seemed to be the last real level, as the next level just had me walk forward into an end screen), as i simply could not do all 4 spirals and return to survive. it was challenging, and the spikes at times were annoying to say the least. but still the atmosphere presented is very nice. I enjoyed the game, but did find a few parts tedious. the spikes also were difficult to see, and generally required map memorization to bypass. graphically the game world kept up a very consistent style, and looked great, as well the audio was well picked out, and the background music excellent. Overall a great game!

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Team: SilviuShader
Game: Snake Undead
Download: https://1drv.ms/u/s!AjPyTC_8mu6ciNk1rVDhGayymPhfiA
Members: SilviuShader
Tech: C++, self built engine

Gameplay: 14/25
Graphics: 13/20
Theme: 14/20
Audio: 6/10
FTUE: 7/10
Particiption: 10/10
Judges: 2/5
Total: 66
Thoughts:
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This is a fairly simple to play game, unfortuantly it didn't seem to want to draw on my amd card, the background loaded fine, but the 3d models seem to be unable to draw. i hoped on my laptop which has a nvidia card, and things ran fine their. i'm fairly sure it's probably a shader file that's the culprit, but still i managed to get the game to play(i had to deduct a few FTUE points for this). gameplay wise it's pretty straight forward, eat graves as you progress to grow in length, however as time goes on you shrink faster and faster. their also is a random large grave that may or may not be helpful to you, unfortuantly it seemed to be unhelpful more often then helpful so i stayed away. the minimap is a nice feature, but to be honest i didn't feel i had trouble finding graves anyway. the controls were smooth and responsive. The audio background was nice, but the sound effect for picking up things sounded like someone had tried to just make it up with their voice, and wasn't a good fit in my opinion. Theme wise the undead was somewhat present with the skulls, and i did see a shadow on the floor snatching some tomb's before i got to them, but their use isn't too intrigual to the entire game. I thought this was an interesting entry, and didn't mind playing it at all.

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Team: Slaughterhouse Gaming Corp
Game: Light of Felin
Download: https://dl.dropboxusercontent.com/u/41065/LightOfFelin.zip
Members: Riuthamus, Jaden, MasterKG, iCompose
Tech: UE4

Gameplay: 17/25
Graphics: 20/20
Theme: 20/20
Audio: 10/10
FTUE: 5/10
Particiption: 10/10
Judges: 4/5
Total: 86

Thoughts:
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This was a pretty fun game, that was graphically very beautiful. unfortuantly a couple bugs in 2 of the later puzzles required asking the creators for help to solve, and basically both those puzzles were bugged and didn't work properly :(. the special power the player get's is pretty awesome, however it require's quite a bit of farming to actually get to use. their are also 3 icons at the bottom of the screen that i'm unsure what they are suppose to represent. audio wise is pretty well picked, and good sound effects. One minor annoyance i found was that upon death the zombies didn't reset, this allowed them to stack up, as well the zombies were capable of pressing on the platforms, making some find their way into the puzzle your working on. Theme wise the most promient two themes were ruins and undead, both of which imo were well represented graphically. I feel this game was a bit of an ambitios project, and while most of it's target were well met, their seemed to be a fairly limited number of puzzles, and the bugs in two of them only made a short game feel much shorter. overall a pretty good entry!

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Team: Something Fun
Game: Shadow raider of Ruins
Download: https://drive.google.com/file/d/0BwkUknY2eaT1V3BMZ25YYnRlbEE/view?usp=sharing
Members: ryan20fun
Tech: UE4

Gameplay: 20/25
Graphics: 15/20
Theme: 12/20
Audio: 8/10
FTUE: 8/10
Particiption: 10/10
Judges: 3/5
Total; 76
Thoughts:
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Their is an interesting effect going on here with the shadow mode. i quite enjoyed it, the hub idea was interesting as well. the controls handled well for this game, however as you are the shadow it was a bit difficult to see where stairs were, so i ran into walls sometimes thinking they were stairs to the upper level. their isn't too much in way of unique graphics, but what is their is fairly decent, and as the game is mostly played in the dark their isn't much need to see anyway. overall however it was fairly easy, although each map didn't seem to give an indication of how much treasure was on the map, and their seemed to be no specefic end point other than returning to the entrance. I think a few more days of polish onto level design would have helped quite a bit, and the concepts of lights were used pretty well. However shadows is the only theme that was well represented, it seemed ruins was the second theme, but the map didn't seem to graphically have much in way of what a dungeon would look like. I liked the idea, and the execution wasn't bad, a bit more work and it'd be the start of a good game.

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Team: Stout Walrus
Game: Stellar Salvager
Download: https://www.dropbox.com/s/r3gkhypzxikeqex/StellarSalvager_1.0.zip?dl=0
Members: ArThor
Tech: C#, self built engine

Gameplay: 22/25
Graphics: 17/20
Theme: 20/20
Audio: 9/10
FTUE: 7/10
Particiption: 10/10
Judges: 5/5
Total: 90
Thoughts:
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Wow, what a game this is. graphically the sun and god ray effect is just amazing. however the players ship seems like it was left untextured. anyway, it looks mostly amazing. gameplay it's also very very fun. the tensions get higher and higher as you have to make risker and risker plays to get closer to the sun and find more salvage. the only thing a bit disappointing is once you do reach the base, their's no victory condition to be fulfilled, so i proceeded to dive bomb the sun and got a closest distance of 16. truely the start of a potentially amazing game, this was very well done, although their are some rough edges, it has a lot of potential. controls leave a bit to be desired as the ship rotates a bit too fast, but it's pretty easy to adjust to, however moving too fast makes making mistakes very easy, something that can be difficult to recover from in the midst of the panic of your overheating ship. the theme was very well met, in fact i might say this is the only entry that used shadows as legitament shadows mechanic, rather than a lack of light as most other entry's had done(mine included). This game was very well done overall!

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Team: Thaumaturge
Game: The Shadows Twisted
Download: https://dl.dropboxusercontent.com/u/58334662/TheShadowsTwisted.zip
Members: Thaumaturge
Tech: Panda3D, python.

Gameplay: 18/25
Graphics: 14/20
Theme: 17/20
Audio: 7/10
FTUE: 8/10
Particiption: 10/10
Judges: 3/5
Total: 77
Thoughts:
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another year, another difficult game by thaumaturge it seems :P. but at least this one seemed to be the easiest so far, at least for me. I started off by killing things, and thought i could slowly wipe things out, but their seems to be a spawn generator in some rooms. so it took me probably 10 or so tries before i started to become somewhat decent at the game. Their is a pretty hefty bug with spawning in that level resetting either doesn't clear everyone, or doesn't reset the spawn generators right, as dying even a few times and i start to be presented with rooms of 20+ guys and it also starts to bog down my pc. it took quite awhile to get everything down to consistently get past the first room, after a number of tries to get up the spine of the skeleton, i concluded i had to just run past the enemy's there. The hand elevator was a pretty cool set piece. I get to the circular room and have to fight about 7 or 8 guys at once, a tough battle, but i had learned moving while healing was key to survival, so i ran around in circles slowly picking off guys. then i meet mr. boss, who can fire a ridiculous number of projectiles, and if that's not enough a number of ads were also roaming around attacking me. At this point i realized i was not meant to beat this game, and called it. I probably spent an hour here to just get to the boss. most of the enemys are pretty decent, the agile melee guy and the range attacker are good enemy's. the guy who charges you and can block is annoying bastard though, the other problem with him is that his type of enemy can stack on top of each other, meaning when 1 hits, it's effectively 3 guys smacking you. eventually you learn to backpedal on him though, and he also becomes fairly managable. graphics are fairly simple, focusing on a bone structure in various shades of light blue, actually it's fairly decent to look at. The enemys are actually pretty cool designed as well and look like actual other worldly ghosts, so i give heavy props to those designs. Audio wise was a bit left to be desired, the sounds the ghost makes are something that i found a bit annoying, i think some better choices could have been made for them. the gameplay idea of taking away light to heal was pretty good idea, but i'm not so sure i liked the fact taking damage is increased, either way i learned to eventually always move due to the extra damage being dealt, at first i tried sitting in corners with my shield up, but it rarily kept me alive. Speaking of the shield, i didn't find it too helpful, this is because you can't move while having it up. I understand it'd be way too op if i could keep moving while having it up all the time, but even doing something like half speed would have made it more useful. As it is i found myself very rarily using the shield, instead focusing on a hit and run strategy to battles. I think this game actually could be pretty great, but it still has alot of rough edges that need polishing out first.

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Team: Unicore
Game: Prometheus
Download: https://drive.google.com/file/d/0B1nSU4JSGSWiNWo0SHBtcWh2eHM/view?usp=sharing
Members: Orymus3
Instructions: https://www.gamedev.net/blog/2219/entry-2262184-build-instructions/
Tech: Unity

Gameplay: 20/25
Graphics: 15/20
Theme: 18/20
Audio: 10/10
FTUE: 7/10
Particiption: 10/10
Judges: 4/5
Total: 84
Thoughts:
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A very fun tower defense(sorta) game, it's a bit hard at first to build up your towers since the waves seem to have no time between attacks, so you are left a little bit hoping that things are laid out somewhat the way you want. The onslaught of skeletons start to get pretty real after awhile, and even with 7 or 8 maxed out defense blocks i quickly got overran. Theme is pretty solid with undead and ruins, although ruins is a tad bit of a stretch with the graphics. graphically it's pretty simple, it works, but nothing extremly impressive or anything. the controls could have had some type of ui element as well, even though i was told in the beginning what buttons do what, i kept mixing up 2 and 3 at first thinking 3 was the unearth ruins button. I do enjoy the openness of level design, and wished i had a bit of breathing room to actual design defenses, as it stands it's mostly a mad rush to get things going before being overwhelmed. as well the speed at which prometheus walks is a bit slow, and if your defense has alot of objects getting around can be difficult to repair the breaking items. This was a pretty great game though, i liked it, and think it has some more potential there.

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6 likes 6 comments

Comments

Thaumaturge

Phew, thank you for the detailed feedback, Slicer! It's really appreciated! ^_^

another year, another difficult game by thaumaturge it seems

Hahah, I'm coming to the conclusion that I might want to rethink this strategy! XD;

but at least this one seemed to be the easiest so far, at least for me.

Well, there's a frightening thought! XD

I started off by killing things, and thought i could slowly wipe things out, but their seems to be a spawn generator in some rooms.

Indeed: outside of the rooms that lock you in, enemies constantly spawn when their numbers fall below a certain threshold. The original idea for this game, as I recall, was a horror/action game, so I wanted to keep the player under pressure.

In the end, I don't think that this quite worked out--perhaps sticking to the locked-room battles would have been a better idea.

Their is a pretty hefty bug with spawning in that level resetting either doesn't clear everyone, or doesn't reset the spawn generators right, as dying even a few times and i start to be presented with rooms of 20+ guys and it also starts to bog down my pc.

o_o; Wow--that's a new one! Sorry about that--I don't think that I encountered this bug, myself. ^^;

At this point i realized i was not meant to beat this game, and called it.

XD Yeah, the boss-battle was rather hastily implemented--while I like the ridiculous projectile spray, I really want to reduce the spawning of additional enemies.

the guy who charges you and can block is annoying <omitted> though, the other problem with him is that his type of enemy can stack on top of each other, meaning when 1 hits, it's effectively 3 guys smacking you.

Heh, if I decide to polish this up further, two things that I have in mind are to remove that enemy's ability to block, and have enemies collide with each other (that last hopefully preventing some of the stacking).

eventually you learn to backpedal on him though, and he also becomes fairly managable

That's interesting! I don't think that I tried that tactic, myself--my own approach to this enemy is to kill everything else, then turtle behind my shield, lashing out with the sword when they pause between attacks.

Audio wise was a bit left to be desired, the sounds the ghost makes are something that i found a bit annoying, i think some better choices could have been made for them.

Indeed, I think that in future jams (presuming that I do keep entering--which right now I intend to do) I should perhaps not leave sound-design as late as I have been doing. Sound seems to often be a weakness in my entries.

the gameplay idea of taking away light to heal was pretty good idea, but i'm not so sure i liked the fact taking damage is increased ...

Hmm... You may be right, in retrospect--but then that might have weakened the thematic use of darkness. :/

Speaking of the shield, i didn't find it too helpful, this is because you can't move while having it up. I understand it'd be way too op if i could keep moving while having it up all the time, but even doing something like half speed would have made it more useful.

Very much a good point, I think, and I agree.

The hand elevator was a pretty cool set piece

graphics are fairly simple, focusing on a bone structure in various shades of light blue, actually it's fairly decent to look at

The enemys are actually pretty cool designed as well and look like actual other worldly ghosts, so i give heavy props to those designs.

I think this game actually could be pretty great, but it still has alot of rough edges that need polishing out first.

Thank you very much! ^_^

August 27, 2016 04:32 PM
Orymus3
Thanks for the writeup, a BIG part of WoA (and gamejams) for me is to get credible and independant feedback on my work (not kids or wife/friends). This is the part I enjoy the most as it helps with introspection and getting better. The idea of a pause before the first wave makes a lot of sense and goes to show one of my shortcomings: sequencing. I'll ponder this some more before going through with my post mortem. Thanks again!
August 27, 2016 04:42 PM
Navyman

Thank you for sharing this. It can be hard to get great feedback on games beyond the standard, "It was fun," or "It was crap."

August 27, 2016 07:53 PM
dmatter

Great reviews Slicer!

You (and the other judges) went above and beyond to fully experience peoples' games - and that's a big deal, well done!

Having any part of my game compared to Portal is immensely flattering by the way!

To address your wondering: Even at the outset I had planned to make a 'journey' or short-story type of game so that was always in the back of my mind. It was planned to be a puzzler too but the gameplay turned out to simpler than I had imagined but I decided to run with it and I thought it would mean that more people would experience the entire game - it meant that I put more effort into the final cutscene than I otherwise might have.

August 28, 2016 02:22 PM
ArThor

Apologies for the slow response and thanks for the great feedback!

Wow, what a game this is. graphically the sun and god ray effect is just amazing. however the players ship seems like it was left untextured. anyway, it looks mostly amazing. gameplay it's also very very fun.

It seems you enjoyed the game! I'm glad I put the god rays effect in, it didnt take as long as I thought, it was the suggestion of another competitor which is nice (Thaumaturge I think).

the tensions get higher and higher as you have to make risker and risker plays to get closer to the sun and find more salvage. the only thing a bit disappointing is once you do reach the base, their's no victory condition to be fulfilled, so i proceeded to dive bomb the sun and got a closest distance of 16.

I did actually manage to get a victory condition into the game but it was very last minute so i had little time to advertise it in the game, it pops up briefly at the beginning in the goals section. If you head back away from the sun at any point and get, I think, 2500 distance away you will get a brief victory screen, your best distance and salvage amount.

truely the start of a potentially amazing game, this was very well done, although their are some rough edges, it has a lot of potential.

I'm glad several people are seeing potential in my game but, like throughout the competition, I'm still struggling to see how I can turn it into a full game. My only idea so far is too make it endless, have the asteroid field proceduraly generated with the goal to travel the furthest distance. Its a big question, so no need to answer, but what do you imagine the next step would be for this game?

controls leave a bit to be desired as the ship rotates a bit too fast, but it's pretty easy to adjust to, however moving too fast makes making mistakes very easy, something that can be difficult to recover from in the midst of the panic of your overheating ship.

I had a couple of ideas for improvements including a camera relative control system to replace the current one as well as some improvements to the camera to make it smarter.

the theme was very well met, in fact i might say this is the only entry that used shadows as legitament shadows mechanic, rather than a lack of light as most other entry's had done(mine included). This game was very well done overall!

I'm quite happy with my shadows idea, it works well and I will probably tidy up the rough edges. Thanks again on the feedback!

August 30, 2016 10:02 AM
slicer4ever

I did actually manage to get a victory condition into the game but it was very last minute so i had little time to advertise it in the game, it pops up briefly at the beginning in the goals section. If you head back away from the sun at any point and get, I think, 2500 distance away you will get a brief victory screen, your best distance and salvage amount.


Ah, i do remember reading that, but i didn't give it thought of actually being part of a real victory condition.

I'm glad several people are seeing potential in my game but, like throughout the competition, I'm still struggling to see how I can turn it into a full game. My only idea so far is too make it endless, have the asteroid field proceduraly generated with the goal to travel the furthest distance. Its a big question, so no need to answer, but what do you imagine the next step would be for this game?

I think you have two options, right now it's kindof an arcade type game. something you fire up and play for a little bit as a time waster. this is fine, but i think some refinement in the end game goal, and basically add in a high score tracker and it'd probably be pretty close to making a stellar arcade game. Option two that i could see is to expand the asteroid field mechanics into a much larger scope, and allow the player to spend the resources they've acquired from salvaging to upgrade your ship and be able to basically make riskier attempts to get more "loot" to say. it's still a bit arcadey though, but has more depth to game mechanics. Of course their's probably a ton of other directions you could go, but in the short term those are two steps that I think would turn it into a more complete game!

Good luck with whichever way you decide to go.

September 01, 2016 11:54 PM
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