Planet Nanadoo: Quest for the Powered Fruit by MrTroy
Oh no! You've crash landed on an unexplored planet and your power source is depleted- and getting even lower by the minute! Go find the beacon to call for help and look for power sources so you can survive until your team finds you and rescues you! And while you're out there, you might want to be cautious of the locals, they might not take well to unexpected intruders...
Programmer and team lead: @MrTroy Audio and writing: @ChelDav Screens and additional art: MarleeZ
(I've added an experimental Android build, it almost identical to the Ludum Dare version, but please don't judge us based on that, as it also has additional content.)
Ratings
| Overall | 308th | 3.528⭐ | 38🧑⚖️ |
| Fun | 354th | 3.25⭐ | 38🧑⚖️ |
| Innovation | 496th | 2.944⭐ | 38🧑⚖️ |
| Theme | 475th | 3.417⭐ | 38🧑⚖️ |
| Graphics | 315th | 3.806⭐ | 38🧑⚖️ |
| Audio | 201th | 3.514⭐ | 37🧑⚖️ |
| Humor | 302th | 2.676⭐ | 36🧑⚖️ |
| Mood | 215th | 3.611⭐ | 38🧑⚖️ |
| Given | 53🗳️ | 15🗨️ |
It's nice to be so much faster than the enemies, but they have advantages in number. Plus they are faster than you when you're carrying things, and they see you in the dark. All of that balances out to a nice challenge level.
The game play is really great, but I think if it used mouse for aiming, it would make it far less frustrating, but then again, maybe I'm just bad at the game.
A few issues:
- Enemy hitbox is too small? Can hit only if shoot straight horizontally.
- Somehow managed to get 300/100 HP
- Power fruit teleports to base with you, when you die
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Seems there are some invincibility frames when you get hit though it might be too many as I often just took a hit while carrying something and then moved past the enemies. I may be mistaken but there doesn't seem to be a cost for death, only that you lose your position, while when healing you take out a chunk of the energy stored up in the base. I actually didn't complete the game cause I got lost in the wilderness. I found the beacon but couldn't find my way back. These are all just nitpicky things though and overall the game felt coherent and fun.
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If there were a couple features I could add the first would be to put a radius around thing that are able to be picked up and when you push the pick up button your character would move to the nearest thing and pick it up as you are a bit too fast. The other would just be a small sound effect when you get hit as a better indicator, or at least flash the screen red. It is easy to miss the little numbers coming out of you when you are swarmed by enemies.
I want to make an updated version with a little more features and a bit nicer looking planet/landscape. Plus I want to fix the getting lost effect (When you have the beacon locator I wanted it to show where you need to go for the beacon and the way back home).
"If there were a couple features I could add the first would be to put a radius around thing that are able to be picked up and when you push the pick up button your character would move to the nearest thing and pick it up as you are a bit too fast."
Holy crap, I should've thought of that. In the mad rush to get it done I didn't even think about it. Thanks for that!
Thanks everyone :D
The combat was fun - I felt the enemies were the perfect speed & it made for some tense situations. There were times I'd turn around and face the enemy (after running away) in an attempt to shoot them - only to discover I was just a bit off. I would then have to run away again. Thrilling! Nicely done, haha.
While playing, i felt that you might have spent sometime balancing a lot of things in your game, but seems everything solo working fine, but all together still not in a 100% harmony. But I guess it's more than fine for a 2 or 3 days game :D
-m
I found the game very fun to play. The controls are really tight and natural. But I think the enemies speed is not normalized when they move diagonally. Also, it's a little frustrating for people without a sense of direction, sometimes I had trouble finding the home base after finding a power source. haha
Cool game!
It's a bit hard finding the beacon if you don't know where the antenna thing is. If you die while holding it, you're respawned with almost 400 Health.. which i really don't mind since you have to wander alot in the dark.
The frustrating bit is to find your base again sometimes, a map would have been nice or another indicator.
It can be hard to pick up stuff at times, you really have to stand next to it.
Also it's a bit annoying that your character doesn't face perfect 90° angles when you just press a horizontal button.
The art looks nice. The music is rather short but fits the game well. Liking the pitchbends in the main melody :)
Overall a pretty fun entry with some rough edges. Worth playing :)
* Neat, cutesy, voxely graphics
* The audio fits, while not being very complicated
* Clear concept and goal
Then the bad:
* Aiming is a pain
* Enemy and bullet hitboxes are too small
* Movement speed is just a little bit too fast, could have a movement ability instead
* Health can go above 100 (not all bad this)
* Calling for help with the SOS beacon isn't explained anywhere
That's about it. Not bad, but the negatives do annoy me immensely.
@nava Moving diagonal was suppose to be normalized, I thought I was moving too slow diagonally(Leading to me getting nabbed by enemies). Are the enemies moving slower or faster?
@huvaakoodia While watching a streamer play, I realized the instructions in the beginning aren't good enough. They move too fast and don't explain anything more important than controls. I'm going to try and figure out a better way to show this information. (Such as when you take too long it drops a hint on what you need to do next)
@tjakka5 Once I figure out how to make an efficient mini-map, I will add one. I've never done one in Unity so it's going to be a learning experience.
Here are some miscellaneous comments I wrote down while playing:
- Sometimes when I was away from the base, it was difficult to tell whether I was moving (this was especially true in my first playthrough when I went very far away from the base). This was because there weren't many trees, so there was no visual indication of me moving. A minimap would have helped with this (and would have also helped with being able to navigate back to your base).
- It felt inconsistent when enemies would attack me. Sometimes I would lose 25 health the frame they touched me, other times it seems like they wouldn't attack me at all. Also, if I stand completely still, enemies walk up to me and attack, but it seems like they never attack more than once; it's weird having an enemy standing next to you and you not taking any damage.
- The sound effects were also inconsistent. There was a sound effect for putting down a fruit but not for picking up a fruit, for example. There was also no sound effect for getting hit by an enemy.
- I would suggest directly telling the player that the beacon locator is located near the base and they should find it first. This would have saved me the frustration of my first playthrough.
- Also with the beacon locator, I didn't understand how it worked at first. Originally I brought it to base and waited around for a bit, thinking something would happen. It also doesn't help that the antenna is relatively small compared to the rest of the locator; why not just display a giant arrow?
- A possible bug: I died while holding the beacon, but respawned back at base, still holding the beacon. I don't know if this is intentional.
- Diagonal movement seemed to have a different speed, which felt strange. For example, if you're holding a fruit and move horizontally/vertically, then you move much faster than the enemies, but if you move diagonally, then they catch up to you.
- It was really difficult to aim with the zapper. Also, I wish that if you moved horizontally while being chased by enemies, then they would eventually end up on the same line as you so you could kill them with a horizontal shot, but that didn't happen.
Most of these are small nitpicks that didn't detract too much from the overall game. I do want to say that I really enjoyed the art style, and that despite the aiming difficulty, combat was also fun. This is a really solid game, so great work!
As other have already said, the movement is a bit too fast and aiming is a bit frustrating - but theses don't distract that much from enjoying the game.
Well done!
Found this game quite fun but a little frustrating due to how hard it is to hit the enemies.
Overall a solid entry.
Well done!