Qwadrant by glem-fumeno

[raw]
made by glem-fumeno for Ludum Dare 59 (COMPO)

Qwadrant is an incremental game. The player can move via WSAD and attack with the left mouse button. Be careful or you'll lose signal with the anchors that enable you to move!

No AI was used when making this game.

Ratings

Overall 163th 3.375⭐ 34🧑‍⚖️
Fun 147th 3.297⭐ 34🧑‍⚖️
Innovation 141th 3.422⭐ 34🧑‍⚖️
Given 28🗳️ 26🗨️

Feedback

austinmerrick
Apr 20th · 05:38 UTC
really solid core game. with good sounds and effects and "juice" i think this would be really fun!
Kyanoss
Apr 20th · 14:56 UTC
very innovative! a pretty impressive way to connect your mechanic with the theme.
BruceZoom
Apr 20th · 15:06 UTC
Really fun to play!
Though I still don't fully understand the game mechanic of taking damage. It seems when the small ball hit you or the wire, you take damage? SFX will definitely make this more intuitive.
Another suggestion is to make small balls more visible. It's color is a bit similar to the background and becomes hard to react to them when their number goes up.
tweekus
Apr 20th · 17:23 UTC
Nice idea. It definitely needs sounds to be more juicy
tenthousandfireants
Apr 21st · 00:11 UTC
really cool idea here! I could definitely see myself buying a more fully fleshed out version of this.
Reed Molbak
Apr 21st · 05:46 UTC
I think it'd be good to have more feedback on what upgrades had been purchased (right now you need to sort of count yourself), and more juice behind the damage dealt/taken. Good start though!
Jed
Apr 21st · 07:12 UTC
Took a little trial and error to see how to score points but it's fun once I got it. Sound effects would be a good addition.
japes
Apr 21st · 11:13 UTC
Nice idea, I think clear instructions would be more important than juice at this stage, still not quite sure I was doing the right thing.

When the little balls cross the lines, you suffer a movement penalty and a small amount of damage, right?

I feel like as a player there's no real control over whether the lines will be crossed, once there are a significant amount of enemies. Or maybe I just suck :p

but fun mechanic, well done
GideonGriebenow
Apr 21st · 12:56 UTC
Fresh idea, nice core. Some juice would make it even better.
NullMoxy
Apr 21st · 15:26 UTC
Cool Concept, I like the sequential upgrades.
I like that you get slowed down if the lines are hit, but I think losing health as well is a bit too much.
SFX would be nice.
Deng
Apr 21st · 15:29 UTC
Really fun! I enjoy a lot and learn a lot, thank you for making this game!
Nao Argouse
Apr 21st · 15:36 UTC
It really needs some explanation for playing, I didn't understood how to play :( It seems really fun tho, I love incremental games
Mr. Flower
Apr 21st · 15:54 UTC
Very nice and interesting game, Felt like the signal part didn't play too heavily into mechanics, but the game is still very good to play. The amount of times I died at the beginning was insane, lol. Good job tho and keep up the good work :D
drtizzle
Apr 21st · 16:05 UTC
Really cool concept! Once I understood how the anchors affected movement, the loop became surprisingly engaging. Some clearer early feedback (especially on hits and upgrades) would make it even smoother, but the core idea is strong and has a lot of potential.
Oleksandr Marynenko
Apr 21st · 22:21 UTC
The game has a solid concept - it’s fun, but the progression feels a bit slow. I can’t say for sure since I haven’t played many games like this, but it’s definitely addictive.
bonedaddy
Apr 22nd · 12:11 UTC
This is good, although I didn't understand it at first. Strategy wise should I be holding down the left mouse button all the time? Is there any point in trying to time attacks? Wondering if Vampire Survivors auto attack may be warranted, but maybe I just didn't get the tactics of timing attacks
Avhatar
Apr 23rd · 06:51 UTC
I think I'm the target audience for this game. Maxed out all the upgrades and wanted more. Overall this is a solid S-tier in my tier list, definitely 5 stars for fun.

I'd really recommend adding upgrade descriptions to the game page, because there's some ambiguity. For example:
Spawn rate — what does this mean? Do they spawn faster so I can get more points, or slower so I can catch my breath?
Spawn delay — is this the delay after an enemy dies before it respawns, or the initial spawn delay at the start?
Velocity — whose velocity are we talking about? Mine? Theirs? Do they move slower? Do I move faster?
And so on.

The difficulty curve at the start is a bit rough — for the first couple of minutes I had no idea what was happening or what the rules were, I was just getting wrecked. But I'm a hardcore player, I like that kind of thing — I just worry a start like that might scare off more casual players.

Funny thing — you and I, fellow jammer, made almost the same game at its core: you shoot at enemies in a cone and dodge them, then upgrade using resources you get from killing them. But yours came out better from a design perspective — the quintessence of this idea. I tend to spread myself too thin, stuff in all kinds of unnecessary things and can't stop myself. Bravo, hats off!
zakchaos
Apr 24th · 06:16 UTC
Really great interface, looks very consistent and nice, enjoyed the gameplay, very nicely presented!
kassanu
Apr 26th · 00:53 UTC
It took a few deaths to figure out what was going on but once I got the hang of it it was really fun. Nice job!
MrTroy
Apr 26th · 23:29 UTC
Besides what has been stated above. The main thing I'd say you need is a bit more clarity in things. I had no idea why I was taking damage. After I purchased upgrades the boxes should become solid, so I know I can't buy it again.

I loved while I was playing getting a good juggle going bouncing back 3+ rhythmically. The right SFX and I could play this for hours.
BushFire
Apr 28th · 23:29 UTC
Really good game.
I know there isn't much time to think about these things during a game jam, but once you upgrade your attack speed fully, the game needs an option to protect people with photosensitive epilepsy.
Skoufakis
May 03rd · 14:40 UTC
Cool idea :) liked the progress but its a little bit slow :p