KIA by Marlo

[raw]
made by Marlo for Ludum Dare 46 (JAM)

KIA is a fast pased collection game, where your objective is to collect exp. Spend your exp to regain health and keep a sustainable size to stay alive!

https://gyazo.com/43c8ae9f4a156e89c97d1acad99de70b

I'd like to point out that I've only got 3 months of experience with Unity, so you could expect some sloppy bugs and stuff, and even worse; this is my first Ludum Dare so that just makes the game a little extra sloppy :). Please don't take this into account when rating the game!

Ratings

Overall 2168th 3.021⭐ 26🧑‍⚖️
Fun 1940th 2.958⭐ 26🧑‍⚖️
Innovation 2367th 2.521⭐ 26🧑‍⚖️
Theme 2159th 3.063⭐ 26🧑‍⚖️
Audio 1451th 2.652⭐ 25🧑‍⚖️
Given 14🗳️ 9🗨️

Feedback

Olga Ryzhychenko
21. Apr 2020 · 13:10 UTC
Funny and cute game. It works as an anti stress. Pleasant sounds
kara
21. Apr 2020 · 13:25 UTC
Nice game, I like the plain design.
Jay_Pairdut
21. Apr 2020 · 13:30 UTC
Cool game, well done !
WanS24
21. Apr 2020 · 13:39 UTC
Cute game. Sounds are nice, screen shake makes a bit of an impact, particles do the same. However, controlls are not really intuitive, it would be nice to mark what bar is for HP and XP and experience orbs in my case spawned very rarely. I think you can make a neat mobile game out of this.
WanS24
21. Apr 2020 · 13:43 UTC
Yeah, and I actually like the interface.
1PunnyGuy44
21. Apr 2020 · 14:47 UTC
you did a great job with this one! I love the idea despite the *ahem* many bugs I found ;) I think this has a lot of potential as a mobile time waster if you add more variety. One thing I would have liked is a number along with the meters like you had originally. Good work!
TheAmerican
21. Apr 2020 · 17:03 UTC
Nice work! I think the difficulty curve would benefit if you started smaller.

Very nice menu; it felt clean. I would add something to indicate where your current maximum xp is.
Virtual Turtle Studio
21. Apr 2020 · 19:48 UTC
I enjoyed the gameplay but I think it has more potential if you expand upon it a bit. For example, if I knew exactly what everything did than I would have had a better time. The teleporting is also a bit random and looks like a glitch. Other than that, congratz on your first LD game!
JUSTCAMH
24. Apr 2020 · 12:38 UTC
I didn't find any bugs, but I did feel like the game was weirdly balanced. Enemies did so little damage, and healing was super cheap and easy. Maybe enemies could do more damage as the game progresses, or exp could be less and less frequent. I did however, love the variation in the enemies, with them approaching in different ways, and having their own attacks. If you do expand upon this, it'd be cool to see new enemies appear as you get later into the game! Overall, it's a strong entry! :heart:
ElectroCow
24. Apr 2020 · 17:17 UTC
Cool game! It's solid and simple!
BadPiggy
24. Apr 2020 · 17:28 UTC
Simple design and addictive gameplay. I loved the pop which came whenever you collided with an object. I also liked that there was some strategy involved as well since you had to prioritise which enemies you really had to avoid for the sake of your resources at that moment. I had two issues though. One was that it was a little too easy to collide with an enemy who just spawned and that too spawned at a position where I couldn't see them. Also, it would be better to have a numeric value to express health and exp as well since only the bar did not really give a clear picture. Still, it was a good game all around :)
disperse
25. Apr 2020 · 02:52 UTC
Loved the green swarms of green circles you could collect. Found it a bit easy and didn't have much of a goal, a score counter would help for sure. Congratulations for finishing a game for your first LD, that's quite an achievement!
Roey_Shap
27. Apr 2020 · 13:15 UTC
I second @theamerican's suggestion to indicate things numerically, at least for the bottom two bars. Sometimes, I wasn't sure if I could buy, so just had to guess. I suppose that that didn't change my playstyle because I was still trying to get EXP, but I wasn't always sure. I think that your style here is really cool, and a great use of what you CAN do in Unity! If anything, your ability to design around that limitation is a mechanic in and of itself. :)
Ramping up the difficulty more over time would be nice, as well as perhaps reevaluating what the point of having the player teleport when collecting the Special pickups. It's cool, but sometimes also removes control in an unpleasant way (literally, as well as gameplay-wse - the mouse fails to move the player right after collecting them sometimes), and sometimes forces a collision with an enemy.

It was interesting how I wasn't looking for music or anything, though. You've got something engaging here already!
🎤 Marlo
27. Apr 2020 · 20:47 UTC
Hey everyone! Thanks for all of the nice comments, I am really thankful for all of the feedback! Like you, @theamerican and @roey-shap said, the lack of indication is 100% something I need to fix. Besides that, I’ve gotten some minor bug reports, specifically @1punnyguy44 , that found out about a teleportation bug, which I am working on a solution for at the moment. Lastly I’d like to tell you guys, that I have started work on transforming to game into a hyper casual mobile game, that I might release sooner this year! I am so stoked for my first ever commercial release, and I hope for you guys to go play it once it is done!
alexrose
02. May 2020 · 01:13 UTC
Got my health and exp storage up to 150Exp lol
![150 150.png](///raw/41b/z/33ab0.png)