MoodFood by DosWosh

- Steve's Post : https://ldjam.com/events/ludum-dare/42/moodfood/feed-me-moodfood
- Layla's Post : https://ldjam.com/events/ludum-dare/42/moodfood/moodfood-the-art
| Windows | https://newhia.itch.io/moodfood |
| Original URL | https://ldjam.com/events/ludum-dare/42/moodfood |
Ratings
| Overall | 158th | 3.838⭐ | 39🧑⚖️ |
| Fun | 220th | 3.649⭐ | 39🧑⚖️ |
| Innovation | 303th | 3.486⭐ | 38🧑⚖️ |
| Theme | 167th | 4⭐ | 38🧑⚖️ |
| Graphics | 192th | 4.081⭐ | 39🧑⚖️ |
| Audio | 136th | 3.757⭐ | 39🧑⚖️ |
| Humor | 634th | 2.516⭐ | 33🧑⚖️ |
| Mood | 266th | 3.5⭐ | 39🧑⚖️ |
| Given | 69🗳️ | 11🗨️ |
Graphics are great. Controls feel great. Theme is utilized in an interesting and unique way. And its FUN. Really nice job!
You got a really strong combination of 3D and 2D, very DOOM-like and I can always love the pixel
A E S T H E T I C .
I had to get used to the controls a little and had to turn up the sensitivity of my mouse in the options, to which I gotta say, is a lovely addition. Now, I'm not disabled, I just need some rims to see things far away but usually when you make games for Game Jams, accessibility isn't exactly in your top priority so I really do appreciate how you put the time and effort into something so small yet with rippling effects. I may needed a bit of it but you bet someone out there appreciates it A LOT even if it's a smol folk.
Now my only gripes with this is that, the neon colours kinda clash and it kinda gave me a bit of a headache. Add DOOM-like controls you got a recipe for motion-sickness right there. I do also have to agree with @shinysteel here in that I couldn't tell very well about the space running out. Though again, again, not a shooty madooty, so maybe it's just me ya know? ¯\_(ツ)_/¯
Overall, as someone who doesn't play FPSs and Shooters person, I can see why this would be really fun and you have a solid entry here! Good job!
And ah, that makes more sense! I do think this game is very challenging though, couldn't even survive for more than 20 secs haha Still very good! :thumbsup_tone5:
gameplay at about 1 minute in: https://www.twitch.tv/videos/297339046
Try our game too, maybe you'll like it)
Especially liked the sound effects! :sound:
Beside that, that's a pretty solid entry, good job 👍
- Exceptional use of the theme.
- Everything feels super polished!
- Writing
- Visual design
- Audio
### What could be improved
- Maybe reduce the rotation of the camera a bit.
- Movement feels too slow.
- A dodge mechanic could make some moments less frustrating.
- The spawning is a problem since I didn't feel like I got better at the game - maybe the most crucial feeling to a shooter - an enemy spawns behind me and I die.
The polishing on this entry is insane. Really great work. I think there are some things on the gameplay that could be optimized but it clearly has potential!
I like arena shooters and that game reminds me of old-school doom and duke nukem.
I would like the movement to be more polished, but everything except that is on a very great level.
Absolutely loved this game!
I think with the main menu and background music you aimed for the hotline miami style but gameplay and idea keeps this game very original.
- Great take on the theme, very innonavite and fresh. For an LD jam entry this is fantastic.
- Graphics are great for a jam, very constistent. But if you wish to continue this project I think you should focus on making this less "lotline" and more polished. This will make your project stand out more.
- Audio is just awesome. No complains, good job!
- Mood is very cool too. I really can feel fully immersed in this game.
Thank you so much for this ride. Honestly, I envy a little bit, cause yourand mine projects are very simmilar in some ways, but you took the more interesting approach. I hope you'll continue this project cause it is very cool. Congratulations, guys. GG
I wasn't crazy about how slow the gun is, but maybe that's the point.
https://youtu.be/vuUp1EYEiuA (The video may be uploading for a little while. If so, check back after a day or so)
The game relies a lot on randomness when it doesn't have to, and this limits it right now. [See my article on chaos for details.](http://ludamix.com/dive/chaos/) You can probably make it so that there isn't a single random thing going on in this game, and still have it be surprising. I am particularly annoyed by the enemy spawns since it will just put them exactly where I stand and I have to find that out by getting hurt.
Edit: And yeah, keep it up! This isn't one you should let go.
@triplefox personally I'm a huge fan of procedurally generated experiences so I won't let that one go! However, I do agree with you that the implementation of some things (like enemy spawning) leaves people frustrated and it's not an ideal solution by any means.
The trouble was coming up with a spawning system that would work within the constraints of an adapting space, but still add pressure to the player under any circumstance (for example, if the player contains themselves within a really small area, then the monsters need to spawn close to them to enforce a build up of pressure).
Instead build a free tiles list and sort by player distance to pick a Goldilocks value for enemy spawns. For the actual blocks falling you can combine that free list with a fixed iteration pattern over the tiles plus a rule to target the player when they haven't moved enough distance(hence, anti-camping). That's simple but sufficient and it will read like a smart, distinctive AI that responds to you instead of white noise, which results in the player only being able to execute average-case probabilistic strategy.
I think I get what you're saying and it sounds like it would aid knowledge and prediction based capitalization of the game, i.e. the player can learn patterns. But is that always a good thing? Isn't there an element of surprise to pure random when the mechanic it affects is inconsequential in the method of application of the random value? The tile drop pattern specifically, I don't know that it would make experience more enjoyable if the drop order was a fixed or predictable pattern as opposed to noise based.
I might try and add it to find out! I'll be sure to send you it if I do. Thanks for the feedback, your article was very interesting.
Sometimes the RNG gods weren't so kind to me but at this point I'm too invested to let go after one or two blunders. Awesome work!