Fightwriter by Anudin

[raw]
made by Anudin for LD 41 (JAM)

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Hereby I present you my fourth entry! Alot of things worked better compared to my last entries but there's still a long road to travel. Game is written in the beautiful Godot game engine.

As is tradition: Please leave honest feedback. Be harsh (but fair). Have a good one - Anudin

Attributions for music and sound effects: - https://opengameart.org/content/nes-shooter-music-5-tracks-3-jingles - https://opengameart.org/content/512-sound-effects-8-bit-style

Ratings

Overall 740th 3.316⭐ 21🧑‍⚖️
Fun 639th 3.263⭐ 21🧑‍⚖️
Innovation 393th 3.579⭐ 21🧑‍⚖️
Theme 408th 3.816⭐ 21🧑‍⚖️
Humor 649th 2.767⭐ 17🧑‍⚖️
Mood 774th 3.053⭐ 21🧑‍⚖️
Given 21🗳️ 25🗨️

Feedback

meskaline
24. Apr 2018 · 20:23 UTC
Nice game, i'm bad at typing :((. Good graphis, they look smooth. Good job. :D
Rapter
24. Apr 2018 · 21:09 UTC
Nice game and idea 5/5!!! Good Luck!
OmnipotentIndie
24. Apr 2018 · 23:01 UTC
Really good. loved the concept, especially the system of using space. Bit too difficult to get used to shooting things
FussenKuh
24. Apr 2018 · 23:03 UTC
Wow, pretty impressive mash-up. The graphics, music and sfx all fit nicely together and I think this might have been the most fleshed out typing interface I've played with in this Jam. I appreciated that each new level introduced some new commands and I was a real fan of the queuing of commands. I also thought the random letters to shoot was a very nice touch. While adding an extra layer of difficulty, it was a unique design choice that kept me on my toes. Well done!
BlazeDragon
24. Apr 2018 · 23:05 UTC
lol i see why you didn't want to be rated on graphics ;) the game is super fun dude. it's so weird and off kilter and makes you think. a typing gaming with navigation? I like it :) played nicely and was enjoyable.
Arbosis
24. Apr 2018 · 23:36 UTC
second stage could have been a little bit easier, bigger target maybe. Other than that, I love the game, serious 5/5.
theamazingb
25. Apr 2018 · 00:08 UTC
I too suck at typing, but had fun playing this. Seemed like the executing multiple commands wasn't working
Nick Rafalski
25. Apr 2018 · 14:30 UTC
This was a ton of fun, and a great implementation of the theme. The firing mechanic and command queue mechanic set this apart from other typing games I've played this jam.

My only gripe is that it's really hard to line up shots, and sometimes even movements. I think the game would have benefited from being grid-aligned so that you could really plan out your moves (and attacks) more precisely.

Overall, I really liked the game. The writing was also very enjoyable :)
larzan
26. Apr 2018 · 07:35 UTC
Great idea and game, very well done. I liked the increasing difficulties of the level to teach how to play, great idea with the one-time shooting codes!
Loved it!
🎤 Anudin
26. Apr 2018 · 08:09 UTC
@Arbosis At first I was a bit confused why that would be hard - the hitboxes are actually bigger than the enemies. But then it dawned to me: I was using a technique you learn only one level after that to make it easier for me! I'll play around with switching the level order to make it easier or go with the advice of (thank you for the feedback!):

@nick-rafalski The idea of grid based movements didn't even cross my mind while in the zone of developing (now that I read it it sounds really obvious)... I'll add it to the list of things for post LD and prototype it!
Merrow
26. Apr 2018 · 12:15 UTC
Great game, fresh idea with the inputs, the good old 8-bit feeling caught me. Well done!
fashionbatman
26. Apr 2018 · 15:50 UTC
The shooting mechanic is really unique and awesome. Movement felt a bit too slow, but that's probably just me. I like your art style and this is a good take on the theme. Great job!
🎤 Anudin
26. Apr 2018 · 16:20 UTC
@fashionbatman Movement of the player or movement of enemies? Did you realize that you can execute movement commands multiple times to speed up?
fashionbatman
26. Apr 2018 · 16:35 UTC
@Anudin it was player movement, and no, i didn't notice that. I see that you put "try the same command multiple times...", but that just didn't tell me that that was how to speed up. Maybe make your description a bit more clear, not everything is obvious to everyone
🎤 Anudin
26. Apr 2018 · 16:47 UTC
@fashionbatman Yeah I need a better way to display my tutorial texts. I liked the idea of including them in the level which makes for a nice look. I'll think of something. Thanks for the feedback.
Lameosine
30. Apr 2018 · 05:21 UTC
This has been one of my favorite games from this jam so far, I thought the typing system was really unique and I loved the ability to queue commands. Great work!
Lost Dutchman Software
02. May 2018 · 03:57 UTC
Excellent tutorial level. Didn't feel to hand holdey while ensuring we knew the basics of the game before presenting us with danger. Very good level design!
🎤 Anudin
02. May 2018 · 07:48 UTC
Thank you @lost-dutchman-software you were the first to give feedback regarding the level design! This was the first time I did level design with an intention. The thought behind every level was to teach one or two mechanics. I'd like to change the layout of some of them, change the order of some and implement the tutorial texts to be less distracting but in general it's a huge improvement over my other entries in this area. I also had a lot more levels planned - I had an Excel sheet were I planned the progression in detail but ran out of time - sadly.
Lost Dutchman Software
02. May 2018 · 21:25 UTC
@Anudin Running out of time is what LD is all about :) The tutorial was very good though surprising that hasn't been called out more. I strongly prefer tutorials that let the player learn how to play on their own rather than telling them (of course my game has big text explaining a weird button choice...) I'll try harder next time to practice what I preach. Keep up the good work.