Arzea by arkeus
Adventure and explore in the strange land of Arzea.
Arkeus (@arkeus)
http://iarke.us
iarkeus@gmail.com
Arkeus (@arkeus)
http://iarke.us
iarkeus@gmail.com
| Web | http://projects.iarke.us/arzea/ |
| Source | http://projects.iarke.us/arzea/arzea.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-22/?action=preview&uid=4155 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.89 | 11 |
| Audio | 3.59 | 26 |
| Community | 4.16 | 5 |
| Fun | 3.85 | 5 |
| Graphics | 4.11 | 18 |
| Humor | 1.86 | 324 |
| Innovation | 2.56 | 299 |
| Mood | 2.52 | 282 |
| Theme | 2.05 | 554 |
I did find it rather unforgiving at times though. For example, enemies respawning the moment they go off the screen. Or enemy projectiles that pass through obstacles you cannot shoot through, making for the occasional seemingly impossible scene of bullet barrage.
It also wasn't very obvious where to head at times. Personally, I didn't feel like going on after getting the grey key, which opened a pit I couldn't escape from. I went to the menu and continued, went around some more, but couldn't really find any clues what to do next.
Overall I still think this is mighty impressive, though!
Sorry for the major inconvenience of that bug, but I thank you guys for trying it out! :)
I plan for the post-competition version to have much better spawning logic (1, so that it actually works correctly, and 2, so that things don't respawn nearly as quickly), along with many other changes. :D
Art and audio are too very good. Congratulation, currently probably contender for the best I've played yet.
Some suggestions that came to my mind while playing:
- When you shoot an immortal enemy, the game should provide some sort of feedback - maybe a metallic sound or something? I know it has been done to death, but it took me more than it should to realize the iron balls were immortal
- Maybe you should tone down a bit on the respawn rate? It seems to me that one could easily grind some levels by going back and forth in some places. Or some times trying to do a trickier jump, having to return, and killing the same enemies again is kinda frustrating - maybe increase the needed distance for enemies to spawn?
Thanks for the game, and cheers!
- the color change that show monster health ( remind me wonderboy in monsterland )
- the invincible enemy block that is a threat even at high level and act as a wall to protect weaker enemies from projectiles
- the good tiling system that helped designing a huge world in 48h with good ambience change by just switching colors
- the respawan outside scroll system that make the game more difficult but in a good way in my opinion. The level are never empty, always filled with life. That's a good point
I dislike :
- The few number of differents enemies. Just one or two more monster would have been enough to make the game less repetitive.
- Usually lack of monster in a zone show the player the already visited area, in an infinite respawn world, a minimap really help to not exploring twice the same area.
- shock behaviour make it a bit unusable vs monsters, at final this spell is just another "key". Same for the water freeze. Monster weaker to that spells would have encourage me to switch spells more ofter. Especially if one of those spell could kill or at least go through invincible blocks ^^
Very cool game !
The controls could be just a little more fluid and the shooting sound becomes annoying quite soon.
Great game !
Full game full of content full of graphics!
A-M-A-Z-I-N-G!
And thanks everyone for the great comments! I've worked a bit on a post-compo version and am incorporating as much of your feedback as possible!
Maximum points for almost everything.
Maybe the theme was not strongly embraced.
And not maximum innovation, but enough innovation to make it interesting.
In general I'm not a fan of enemies respawning immediately offscreen. Maybe if you want enemies to return, it would be better to have a higher distance required for them to return, or only have them respawn when the player dies or something.
It would also be nice to have a way to heal other than dying. I think having the save points heal the player would work well. That would avoid the situation where the player is at a save point, but almost dead, so they might as well commit suicide before continuing.
Also, it's a bit of a shame to have most of the spells only be used once for a single situation. Though at the same time, having the same obstacles over and over again would get a little repetitive.