Fall Of The Ark by rekcahdam
Description:
In a post apocalyptic future where one man rules all...
Controls:
WASD to move
MOUSE to Shoot
Hold Shift to fire Bombs
In a post apocalyptic future where one man rules all...
Controls:
WASD to move
MOUSE to Shoot
Hold Shift to fire Bombs
| Web | http://www.kongregate.com/games/rekcahdam/fall-of-the-ark |
| PC/Windows | http://www.sendspace.com/file/198tub |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15333 |
Ratings
| Coolness | 0% | 1171 |
| Overall(Jam) | 3.73 | 27 |
| Audio(Jam) | 4.24 | 3 |
| Fun(Jam) | 3.55 | 31 |
| Graphics(Jam) | 4.39 | 18 |
| Humor(Jam) | 2.55 | 99 |
| Innovation(Jam) | 2.90 | 123 |
| Mood(Jam) | 3.91 | 8 |
| Theme(Jam) | 2.37 | 179 |
The music is awesome; I left it open for a while after finishing the game.
As far as I could see there wasn't a way to tell if my health was getting low. I'm not sure how that ties into the mechanics, though.
Technically, the game us pretty darn impressive too. Is it a raytracing engine? Any chance of a source release?
@benderbinary , Sorry about the enemies. They're supposed to be seen as evolving into different forms to counter attack your play style. This was kind of hard to convey with limited time though... All you have to do is kill the enemies though :D!
One issue:
At the end, when it said "Thanks for playing..." I wasn't sure if I had died or beat the game.
Overall though it's amazing. The artwork and music were both astounding too. Felt very rushed at the end. Very understandable though of course, given it's LD.
The gameplay was just a generic shoot'em up, and the player expects so much after this opening. I didn't realize what happens when I die until the second playthrough, too. The possiblity to die would have added a nice challenge.
I kinda felt that the enemies were a little too hard to avoid, and the fact there wasn't an obviously health made it a little confusing. The score became a little pointless when you got hit, as well.
Still, graphically and audio-ly, awesome. :D
Jumping and so on would have been fun extra dynamics.
The level-design could also use a bit of tighening. Right now you are thrown into between some enemies without knowing what to do. Let the player figure out controls first.
well done!
Not really a fan of long intros in Jam games though. I wanted to get right to the action. I felt like you could have easily had the intro VO playing over the beginning of the game. Like the player could just start out flying along by them selves for a while, let them get a feel for the controls, then start introducing enemies one by one, then when the VO ends the action really ramps up. Anything to prevent the player from having to sit and do nothing for an extended period of time.