Tiny Guardian by Nelios

[raw]
made by Nelios for LD 40 (JAM)

TinyGuardian.png

Screenshots: screen_1512442688.97.jpg

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screen_1512442748.97.jpg

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Team: * Claire Le Guludec - Game Art * Florent Jamet - Game Design * Clément Duranti - Programming

Ratings

Overall 574th 3.455⭐ 24🧑‍⚖️
Fun 670th 3.205⭐ 24🧑‍⚖️
Innovation 915th 2.773⭐ 24🧑‍⚖️
Theme 868th 3.023⭐ 24🧑‍⚖️
Graphics 68th 4.477⭐ 24🧑‍⚖️
Humor 736th 2.594⭐ 18🧑‍⚖️
Mood 516th 3.361⭐ 20🧑‍⚖️
Given 11🗳️ 0🗨️

Feedback

Pilarius
05. Dec 2017 · 03:24 UTC
first <3
Jordan Neff
05. Dec 2017 · 03:24 UTC
Just played your game! Really like the art style, but I'm awful at these kind of games haha. Definitely fits the theme, as I got about 2 minutes in and most of the screen was fireballs!
MoseGames
05. Dec 2017 · 03:26 UTC
That was gorgeous.
Ramou
05. Dec 2017 · 03:28 UTC
I love your graphics !
In my mind, the game is too slow
Royale With Steez
05. Dec 2017 · 03:29 UTC
100/10 for presentation, art. God damn. Your artist needs a raise heh - but for real,
The artist definitely is a professional artist (in game dev i'm assuming?)

Bullet hells are a bit of my forte , so I didn't fine this very hard, though the bg sometimes distracted me from the bullet sprites, which made it a bit unfair. Overall, I enjoyed the experience, this could be a full fledge release - post jam.

Great job!
Z4zion
05. Dec 2017 · 03:30 UTC
Mannn The game art looks Sikkkk!!!!
the web version took a long time to load but it was good!!
pinneh
05. Dec 2017 · 04:21 UTC
Looks pretty great. I like the background image the most, pretty chill. You could probably build on this and make it into a ridiculous 15 minute shmup. *nods wisely*
devmax
05. Dec 2017 · 08:15 UTC
Awesome graphics! The gameplay is definitely going solid but I wasn't too sure about the bowl of rice, it seems to slow me down and not a powerup, had to get the wheel axle thingy to speed me up, anyway, good job guys!
itab2
05. Dec 2017 · 13:35 UTC
Looks really great, could be just a tad faster. I'm not really sure what the power-ups do. I think Rice gives me scatter-shot and the weights give me a score-mult? The different elements are a nice addition to the bullet-hell foundation, but the tiny guardian is pretty big (and/or has a big hitbox) for a bullet-hell player character, so evading stuff gets really hard once the actual hell starts :D
imod
05. Dec 2017 · 17:15 UTC
The background is very beautiful! I needed 12 tries to understand what was happening. I'm not beat the game to the final, but it was interesting.
🎤 Nelios
05. Dec 2017 · 19:18 UTC
Thank you so much for all the feebacks! We'll take our time to polish the balance and the feeling of the game.

We tried our best to make it so that the game explains how it plays itself but it looks we failed haha! Some notes on how to play will be added a bit later.

We're planning on adding audio as well, we just didn't have enough time to do that :/
Sun-Wukong
05. Dec 2017 · 22:54 UTC
The artwork is really pretty though it is lacks animations. As for gameplay, I didn't quite understood what was the point and what I was supposed to do, and no explanation given nowhere. I do assume that this is some sort of Ikaruga mechanics but I didn't find how you could change your element.

Also for the flaws regarding the shmap genre:
- MC's hitbox is waaaaay too big
- Bullets and enemies should stand out from background more
- Player's and enemies bullets should always differ
- Lack of destroy animation can be confusing to player
chionic
06. Dec 2017 · 17:06 UTC
Really like the art for this game. The colour element/switching mechanic was interesting, all though I didn't figure out how to use it till my second attempt and reading the instructions XD
Drekler
07. Dec 2017 · 23:02 UTC
Great job on here! I loved the art style and the frantic gameplay. The theme is cohesive and fits the challenge well. The presentation and look of the game is A+. I would love to have had some music and shoot enemies along with, but I know how hard it is to get to audio when so many other things are more pressing.

My only real complaint is that I would have liked to have been able to use the mouse to fire or at least switch elements. It was sometimes difficult to move while switching. I'm glad that the controls were posted on the page, as I didn't figure out how to switch elements the first playthrough. It was also sometimes difficult to differeniate between player bullets and enemy bullets.

Keep up the great work! I would love to see this released after the jam.
JossComposer
08. Dec 2017 · 14:06 UTC
overally too easy and finishes quicly... But still WOW !! Freaking beautiful !!! Really love the graphics (5 stars obviously) and mechanics well designed !! good ideas or the elementary thing ! Minus for me : no sound... music could have been amazing...
GG !
Go see our work : https://ldjam.com/events/ludum-dare/40/the-darkest-light
jlreymendez
08. Dec 2017 · 14:13 UTC
This game has some great art style! I liked it in general, but the game became to easy once I realized I could simply and freely change shield types. I didn't even needed to kill those dragons.
ManBeardGames
08. Dec 2017 · 16:56 UTC
The art style for this was fantastic. Overall the game was fun and has potential, but in the current state it is a little to easy. I liked the mechanic of swapping elements, reminds me of Ikaruga, and I did something similar in the game I submitted.
Arya
08. Dec 2017 · 17:32 UTC
Love the art! It's a fun game, with a bit of polish it could be a good bullet hell. I'd recommend to make the collision box on the player much smaller, most bullet hells have a tiny visible area that actually gets hit. Great job for a jam game!
Gruhh
09. Dec 2017 · 13:44 UTC
Very beautiful art! The main mechanics is well related to the theme. Personally I feel that the game needs more feedbacks to accelerate the pace and have a stronger impact. Congratulations.

Arte muito bonita! A mecânica principal está bem relacionada ao tema. Pessoalmente sinto que o jogo precisa de mais feedbacks para acelerar o ritmo e ter um impacto mais forte. Parabéns. :flag_br: