Conquest of the Cyber-Ovine by Nanolotl
Achieve domination over a tiny planetary system in this randomly generated adventure game!
Find items and level-up in-order to become the ruler of these tiny worlds!
Find items and level-up in-order to become the ruler of these tiny worlds!
Ratings
| Coolness | 47% | 670 |
| Overall | 3.69 | 76 |
| Audio | 2.45 | 444 |
| Fun | 3.81 | 25 |
| Graphics | 3.35 | 228 |
| Humor | 2.88 | 165 |
| Innovation | 3.20 | 309 |
| Mood | 3.18 | 167 |
| Theme | 2.73 | 573 |
My interpretation of the theme was to make each level a really small planet (by planetary standards, not by game level standards) Maybe I didn't make that clear enough.
Maybe next time the worlds could be tinier so that I don't have to struggle with low framerate :o
I really think the ways the items all interacted in world 3 brought it to a nice apex! Their variety of use was also very cool- I like how the ball bane and freeze offered two different kinds of control in combat contexts. It was great getting a doodad with low cooldown, and once the ball bane leveled up it was really useful for just swatting enemies out of the way when you didn't need to level up, or were in danger.
A lot of fun!
What I don't quite like is the fact that you loose experience and levels when you die. When I made it to the third level I died a couple of times and then I was just too low level to even stand a chance against the enemies there, and there wasn't any way to get back to easier enemies either. It'd be better if you just lost the XP that you've collected on your current level or something like that.
The combat was also a bit annoying since you had to make sure to be right in front of enemies to hit them, while they could hit you from an angle. I'd also say that their "invulnerability-after-getting-hurt" time was a bit too long.
Overall, very impressive accomplishment for 48 hours.
-how the experience dropped on the floor and you had to gather it
- All the different types of pickups, each had its own use
Good job!
Needed some music though.
Here are some things I found annoying, that I think are easily tweakable:
1) Sword being limited to NESW. I imagine that if I used a sword in real life, I wouldn't have to line myself up with my target before attacking, I'd just turn toward it and slash (not stab). So there's no such thing as a "blind spot" when using a sword, but it appears in this game because a) you limit the sword to NESW b) enemies can approach diagonally. These are both understandable as they are simplest to program. However: a simple slash animation (the sword going from left to right while facing N, say) together with a big enough hit box that there are no "blind spots" would mean a much more playable game while still keeping it simple.
2) Enemies invincible after being hit. <rant>Come on! Nerf the weapon, not the ... what is it? What is going on when enemies are invincible after getting hit? I don't get it! I hate it! Who invented it and why does everyone keep doing it?! It's particularly annoying when I shoot a sheep, and he then manages to charge me while invincible. It's like... you know, Karate 101: back away from your enemy after you shoot him in the face because he's invincible. </rant>
3) Enemies don't slide. I figure you made the player accelerate instead of moving exactly how they input for esthetic reasons. Fair. But the fact that the enemies don't do that, especially in the ice level, and because the enemies have the simple job or running into you whereas you actually have to hit them with something, and because both you and your enemies are sheep (instead of the enemies being, say, robots with all-season tires and constantly rotating saw-arms) it just feels like cheating.
Seriously though, it was a sweet game. When something new and nice happens I don't have lots of words for it, but when something I see in video games a lot happens, I have lots of ammo for it. So don't take the disproportionate amount of words the wrong way.