Radrock by seizethedia

[raw]
made by seizethedia for LD 40 (JAM)

LDJam40<em>2017-12-04</em>21-41-57.png

DO you have what it takes prospect?

E to interact with anything, doors, rocks, "the Terminal"

W,A,S,D to move

left click or spacebar to shoot

HOLD left shift to lock movement for better shooting

So this time around I had a lot more story to tell than I had mechanics or gameplay. It was a rough weekend when I almost gave up multiple times but I feel like this time I learned a lot from the experience.

As a reminder to myself and anyone else who’s interested, here are some of the things I learned and hope to do in the future. Thanks everyone!

Things I’ve learned:

avoid pathfinding if you can ( i’m looking at YOU a*) stick to your strengths, the jam itself is challenge enough don’t code friday night, take most if not ALL of the night for planning what you will need to execute your best ideas once you have an idea, think of the simplest most basic way you could make it into a game. For example, in hindsight, I would’ve done better with a Text adventure since I had a strong story but meager art skills (i’m slow!) and no good ideas for mechanics. KEEP IT SIMPLE!

Thanks everyone

Ratings

Given 6🗳️ 5🗨️

Feedback

botreats
05. Dec 2017 · 04:13 UTC
The link is private, I think
🎤 seizethedia
05. Dec 2017 · 04:14 UTC
fixed thanks
corc0
05. Dec 2017 · 04:53 UTC
Hey! Love your notes on the game above - it's been a process, and it's interesting to see everyone balance the mechanics and player experience you want with the skills and time you have. I agree with you: I'd love to see more of a story built from this. The marooned-with-a-machine story is fun to tell. Did you ever play "I Have No Mouth and I Must Scream"? It's totally worth chewing on if you haven't.
Poorwill
06. Dec 2017 · 19:16 UTC
The art of the terminals and the core idea are really nice. It already seems like a world you could kind of immerse yourself into. Although I felt the gameplay itself was a little too unresponsive and buggy still.
rakart
06. Dec 2017 · 19:28 UTC
Is there a thing as too much ennemies ? Yes, yes there is.

Cool game, nice concept.
I felt like I couldnt really kill ennemies, suddenly there was a lot of them but they was no information if I hit them or not...so somehow I became a citizen without killing anyone :D.
The game also stopped giving me information after 21 radiants, so I'm not sure if there was something after the 80 radiants.

Overall, this was a really nice game ! Congratulations on the entry !
mao
15. Dec 2017 · 06:06 UTC
It looks interesting, but MY GOSH that's a lot of enemies. The graphics look pretty good. As for story, I didn't get very far, but I think you should try to keep the terminal acting patriotic and benevolent (like at the start) and avoid making snarky comments about the character's shortcomings.

For a game where there's only one square obstacle, you could probably get away with having the enemies just go directly towards the player, and let collision logic handle the rest. On the other hand, if you varied the enemy AI a little (for instance, by having some try to flank the player rather than charge), then that would reduce number of enemies you'd need and make the game a lot more varied and fun.