Feed Them by Fis

Hey everyone,
this is our first ludum dare entry and we are very proud making it in time. Sadly, the controls window is not implemented, but therefore you've got the screenshot below.

And a small teaser of the gameplay:

The goal in our game is to feed the other players while keeping youself on diet. Since the more you eat, the worse your score.
Best regards @nivbeth & @fis
credits: music - "Inspiring" by FSM Team https://www.free-stock-music.com/inspiring.html
| HTML5 (web) | http://ld40.flask-software.com |
| Original URL | https://ldjam.com/events/ludum-dare/40/published-feed-them |
Ratings
| Overall | 293th | 3.714⭐ | 161🧑⚖️ |
| Fun | 356th | 3.537⭐ | 163🧑⚖️ |
| Innovation | 458th | 3.292⭐ | 161🧑⚖️ |
| Theme | 438th | 3.578⭐ | 162🧑⚖️ |
| Graphics | 113th | 4.331⭐ | 165🧑⚖️ |
| Humor | 387th | 3.305⭐ | 151🧑⚖️ |
| Mood | 259th | 3.664⭐ | 151🧑⚖️ |
| Given | 128🗳️ | 135🗨️ |
I should have read the description more carefully, I spend my first game collecting everything on the map and loosing like a boss :P
Super good AI !
it makes me think of Super smash bros :)
The game itself - the movement was fine, but felt unsolid. The characters slid around and didn't really feel good to control. Felt too fast as well, which takes away from the skill component of the game. I think slowing everything down could make the game feel a lot less random and chaotic and thus not skillful.
The game mechanic itself was okay, basically a reverse health concept. I feel like there could be a lot more indication of what's desirable and what's not, as getting hit by food and picking up food looks identical and at the speed this runs it feels difficult to tell.
The aiming and tossing didn't feel really good - it needs to be more solid and purposeful, again, it just feels random and chaotic and not skillful.
Great idea, though could be tightened up!
Also, impressive AI behaviour. imo.
Was hard to oriented at first, and additional feedback whenyou score and when you 'get fed' would help to understand how good/bad you are doing in the match.
Looking forward to updates like the multiplayer keep it up!
@tuism thank you for your honest critic and ideas, we will try out different paces to see how it works out; maybe coloring the throwed food will be enough as indicator for distinguishing between collectibles and non-collectibles; i think aiming works better for gamepad controls, when the direction is taken from an stick
@unfinished the edibles are ammunition you pick up and throw at the others - if you are hit your score increases; but the more you have (been hit), the worse it is (your rank) :)
*clapping noises*

But overall a nice and really cute game.
We read every comment very carefully and make notes so we can improve our gameplay for further work on the game.
@virtual-turtle-studio: You know how to play the game so far ;) Sadly, there was no time to improve the AI's behaviour, but we thought it might work for the LD40 after 3 days. We have a lot of ideas for multiplayer and singleplayer mode too, so maybe you want to try it after some changes :3
I'd like to see a post-mortem version of this. Nice job!
Reminds me of smash bross brawl :smile:
I re-ran the game after reading more carefully, and had fun! :)
Maybe having a bit more feedback like the character becoming fat as he's eating too much could've been a nice addition?
Anyway, good job!
I understood the concept after a while. Good interpretation of the theme and great for a first game. Check out my first game too :) Hope you keep on making games and can't wait to see the next one!
I miss two things: an in-game explanation of the objective of the game, and some feedback when you hit or get hit.
I have a bittersweet feeling with the audio, as I simply adored it and was going to praise you as hell for it, but it looks that it's a third party audio. Well, that's an incredible pick! Combined with your graphics, it threw the mood of the game to the stratosphere for me!
Currently we are ticketizing every thought in our issue base so nothing will be left behind :3
@aruculadomal this was a due to a bug, where a collisionbody was not disposed properly - I just uploaded a fix, it shouldn't happen anymore!
I also like how pissed off the cat looks. >:(
Little bit lacking of sounds, and music is nice but kinda 'dull' after a while.
Artstyle amazing <3 Great game overall!
Checkout **Voxel Mob Arena** here and please leave rating!:
https://ldjam.com/events/ludum-dare/40/voxel-mob-arena
What impressed me the most was the in game AI. The soundtrack too. The game is well balanced. I just wish the controls option would work.
Pros:
- I love being able to pick a character, even if it is only cosmetic
- Non-violent themed but competitive at the same time (probably much better than Rivals of Aether thematically for my daughter to be playing :) )
- Interesting twist on the phrasing of the theme
Cons:
- Its kind of difficult to aim the throws-- I think it might even work better if it were just about direction and how ong you held down a button rather than using a retical.
- Its hard to tell when I'm scoring other than by looking at the bottom of the screen. Maybe give characters a chomping or eating animation when they're hit.
Nice work!
The audio was nice but didn't really fit with the rest of the game. It was very laid back for a game that should feel quite frantic.
This would make a fantastic couch co-op game, so I look forward to the inclusion of multiplayer.
Good job!
Either way great art and an interesting beginning to something if you feel like it.
What I enjoyed the most was the art style and take on the theme. An amazing first try at this!
I didn't really understand what I was doing though. We must both pick up the food in order to throw them at our opponents, but also avoid the food when it is being thrown: that makes it a bit ambiguous when it is safe to touch a piece of food, do I have to wait until it has stopped rolling on the floor and is completely still? I saw that my count was high at the end of the game, but I didn't really have much feedback during the game about which of my actions led to that count. Maybe make the characters flash when their count increases, to indicate that they are "taking damage"?