Random Deep by stipple3D
Randomness has decended on the rooms of this Ship. The further you venture from your home room (0,0 coords), the more the force will move you.
Instructions
Each room has an emitter which points the way to each of the five containment elements.
When collected, these elements together will bring the randomness to its knees and return the ship to normal.
Move about the rooms with WASD keys
Press SPACE BAR to continue back to room view from the transition screens.
If keyboard is not working, try clicking in browser window to regain focus. If it is not working, please either leave a comment here with what browser you are using or DM me on twitter and I will try to figure out what is not working.
Follow me @stipple3D on Twitter. I will most likely be adding to this in a post-Jam version. Reach out and leave me a comment there as well.
| Link | https://stipple3d.github.io/ST_LD48/ |
| Original URL | https://ldjam.com/events/ludum-dare/48/random-deep |
Ratings
| Overall | 1780th | 2.795⭐ | 24🧑⚖️ |
| Fun | 1809th | 2.455⭐ | 24🧑⚖️ |
| Innovation | 661th | 3.432⭐ | 24🧑⚖️ |
| Theme | 1842th | 2.452⭐ | 23🧑⚖️ |
| Graphics | 1741th | 2.364⭐ | 24🧑⚖️ |
| Humor | 1429th | 1.656⭐ | 18🧑⚖️ |
| Mood | 1803th | 2.05⭐ | 22🧑⚖️ |
| Given | 6🗳️ | 4🗨️ |
I liked the minimal art style and the futuristic looks. It also fits well to the theme. Well done!
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* Nice choice of colors, easy to the eye
* Nice effect on the pointers
* Nice transitions between room view and room
* Clear UI and interface; it is easy to know what is going on
The bad
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* Lack of music / sound effects
* Easy mode and hard mode do not affect gameplay / move choice. You get a pointer towards the direction of the collection rooms, and you move accordingly. Not seeing it in the rooms view does not make a difference.
* Game requires no effort from the player. It feels like a random walking simulator which the player has to input the direction of travel. There is no effort / thinking in choosing the next room, since the path you take has no effect on the randomness of your next move.
* It is very reliant on luck. Once you reach close to a room, all you do is move back and forth until you are lucky enough to get to the room.
Ideas for improving
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* Some rooms could be easy to reach and other harder.
* Picking up the items could give you buffs. Player could take the buffs from the easier rooms to aid him in reaching the harder ones faster and more deterministically.
* Give the player more control. Maybe a power every N turns to deterministically move a number of moves they want.
Summary
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I think the underlying idea of adding randomness to the travel distance is good, but cannot stand on its own in terms of interesting gameplay. The game feels a bit tedious and grindy and the player does not feel the accomplishment of doing things himself, since the game is very reliant on luck. Also, simple music clip could be a great addition to the mood. However, the movement and visuals of the game, although simple, are nice!
Congrats on the game and keep up the good work!!
Either way, I do like the feeling this is going for. The combination of a room and a ship map feel like there is a lot to explore (even though it's all just similar rooms, but there is potential). Execution of those aspect is well done, it looks neat. If the player is provided with some (more obvious) control movement as to have some actual gameplay, this might be an interesting game. As it is now though, it's.. lacking.
Still, congratulations on finishing LD48, I hope you enjoyed the weekend!
Это хорошая заготовка, чтобы использовать ее в какой-нибудь игре. Например, для механика поиска пути на карте, или что-то еще.
Так держать, развивайте идею! ^_^
Some remarks:
1. Game is silent. Expectation: game gives you audial feedback on distance to target rooms and music supports the mood.
2. Space button scrolls page down sometimes. Expectation: game runs at fullscreen or captures keyboard.
Good entry!
Creative use of randomness for sure, though!