All Is Lost by plauk
Defend the precious living things from destruction.
| Web (itch.io) / Source | http://plauk.itch.io/all-is-lost |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=42705 |
Ratings
| Coolness | 89% | 2 |
| Overall | 3.53 | 240 |
| Audio | 3.46 | 141 |
| Fun | 3.28 | 375 |
| Graphics | 3.91 | 121 |
| Humor | 2.72 | 404 |
| Innovation | 3.38 | 372 |
| Mood | 3.41 | 184 |
| Theme | 3.52 | 667 |
Found a bug: if you zoom out a bit, you can still click those links (that appear on menu) even if they are hidden while the game is running.
The mouse-tracking issue will have to remain unfortunately, as I don't have an immediate solution to that, and it would affect the gameplay anyway. I did notice it, but thought it was acceptably wonky. You are running around in circles a lot, it makes sense that your aim might be affected a bit.
Anyway. Thanks again for the comments.
Adding buildings, upgrades etc would add a whole new dimension to an already great existing framework.
@ainokaisa - True. I'll think of a way to discourage camping for a post compo update.
Thanks for the suggestions.
But lovely graphics (everything but the spaceship)
I liked zooming out with the mouse - put this on the instruction page so that more people know it is possible!
Hope I can use A/D to move.
Fun game!
Loved how extremely polished everything looked.
Great sense of a deeper space though jetpack didnt have much use besides trying to leave the planet to go somewhere else???
Shooting is kind of a mess, i´ve used the strategy of mashing left click and missiles seem to seek meteors automatically.
Music doesnt fit, needs like a techno or scifi, faster beats to get in the right mood.
Overall one of my favourites.
The controls were a little difficult to get my head around, it always felt like I was playing upside down and so the best way to play as other have said is to park yourself in one spot.
Would like to see a score counter or a health bar to indicate status, but i'm sure you just ran out of time to add that.
Fantastic job dude.
One little suggestion: Add WASD as alternative control.
Good job overall!
I've been mocking up a radar system that will give you a better idea of where threats are coming from, and I'll introduce a couple of new control schemes, including gamepad support. Actually, my plans are to expand the game quite a bit, to make it more "gamey"... ie. Better feedback, a sense of progress, and I'm thinking about an entire solar system of planets... but we'll see how that goes.
@Erkberg, I see what you mean about the music. I actually created the track before I modified the game to be about protecting life (originally it was a bit silly, and you were actually cutting down the trees... in fact, you can still cut the trees down because I never removed the button... I don't think anyone has noticed this yet. :D) I'll see if I can come up with something a little moodier.
And yes, I'll eventually redo the player sprite. It was literally the first thing I did, and I used C2's built in sprite editor and never went back to it afterwards.
This game definitely has tons of potential to be expanded upon. A very nice LD entry.
Graphics are nice, game's goal is easy enough to understand, but I must agree that it soon turns into a matter of spamming the auto-aiming missiles and hoping for the best.
I accidentally found out about the zoom in/out once my game was over, and restarting ended up in some kind of loop that made it so that the game was considered lost right away and the end screen went on with still trees and characters to protect. (possibly the fact of starting the layout as zoomed out causes this issue)
A better signalisation of the coming rocks could possibly be more fun, as well as some resources management (not just spamming missiles).
The audio loop is really too short and ends up repetitive quite fast.
Overall nicely made game with a concept that works.
Congratulations on making a game in 48 hours !