The Last Humans by FumiKnight
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| Link | https://fumiknight.itch.io/the-last-humans |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-last-humans |
Ratings
| Given | 8🗳️ | 0🗨️ |
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| Link | https://fumiknight.itch.io/the-last-humans |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-last-humans |
| Given | 8🗳️ | 0🗨️ |
Side note: the different levels of coarseness in the pixel art kinda bothered me. The interface was much lower resolution compared to the ship, and the planets and stars were different as well. More consistency would've been nice, but still a very nice-looking game for a jam project.
Oh also, at one point I was like "oh cool a sun that will be warm" and the game was like, "be careful around suns the ship can explo..." and I was like BOOM and I was like "right I see"
I definitely think you have a cool idea here!
- I like the 2-colored graphics ; the palette is nice
- The controls are easy to use and to understand (there is a kid of elegance of doing a game with 4 buttons)
- The game matches the theme "Keep it alive"
About the possible improvements:
- Even if I like the palette and pixeled graphics, the pixel size inconsistence breaks the visuals of the game (you should check out Unity's Pixel Perfect Camera)
- The planets keep making a "ding" noise even if they have no resource left
- I don't feel a difference between the 4 resources ; only 1 resource would be enough ; same for planets, I don't feel a difference between them
- Effects about gravity, or the suns dealing real damage to the ship (which would stop flying straight for example) would be a plus
:)
Once I figured I could move around, the sound radar was awesome and was really intuitive to use.
Great job! One of my favorites so far.
The concept is original, it was fun to control the spaceship, and the feedback sounds were cool !
However, I would have like an abstract visual sign for each type of resources, and when the spaceship is near the resource (when the player can hear the sound) the visual sign disappears. Because, currently I lost because I couldn't find the right resource at time, it was a bit frustating.
Overall, really nice work !
Human race died a lot, though, I must admit.
Something I felt was missing is some score on game over to give you some indication of how well you did, even if it's just "seconds survived".
All the resources run out at the same rate, which offers no distinction or importance. You should try to have each one tied to some other stat, such as speed or shields or resource-acquiring speed or something, to give the player a reason to care.
You put a border around the world in what's supposed to be a space game? No no no. Make it loop seamlessly (hit the top and subtly teleport to the bottom, etc) or procedurally generate more as needed.
Where's the win condition? I see a loss condition, but no *goal*. If survival is literally the only component, then there at least needs to be a score system so I can have the implicit goal of "score more".
In terms of how to improve, I don't have much but I will say that I wasn't sure at the beginning what all the icons were supposed to represent so there's that. Also, the flashing power symbol when it got low was very confusing, maybe make it flash in a way that it's "on" longer than "off" so that we can still read the metre.
Very good anyway,great job!
The bad part was that the game saturates really fast. Gadgets like history, progression, or something like that, may revive the game. I don't feel like beeing in an eternal search for resources, but I coud easily be engaged in an exploring game in the space. Thats a smooth diference, but means a lot.