yaschiki by nuprahtor
First person shooter
Left Mouse Button - ACTION1
Right Mouse Button - ACTION2
Esc - quit (instant)
Footstep sounds by DifOrb (http://diforb.com/)
Left Mouse Button - ACTION1
Right Mouse Button - ACTION2
Esc - quit (instant)
Footstep sounds by DifOrb (http://diforb.com/)
| Windows (Itchio) | http://nuprahtor.itch.io/-yaschiki |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=2280 |
Ratings
| Coolness | 89% | 2 |
| Overall(Jam) | 4.00 | 52 |
| Audio(Jam) | 3.64 | 171 |
| Fun(Jam) | 3.51 | 248 |
| Graphics(Jam) | 4.07 | 183 |
| Humor(Jam) | 2.80 | 422 |
| Innovation(Jam) | 3.71 | 146 |
| Mood(Jam) | 4.23 | 32 |
| Theme(Jam) | 3.80 | 389 |
Loved almost everything about the game. Would love to have some indicator of "I'm being hurt" and "where I'm being hurt", but other than that, didn't see anything I disliked.
Reloading seemed off, but that may have been me just panicking.
Very VERY good for 3 days work. You should definitely expand on it later.
Astonishing. Even not considering that it's a two-button FPS. I don't even have much to say. The best part is reloading. Also, the music choice is funny.
I managed to survive a not ambush by running around in circles. With only a mouse in my control, running isn't even uncomfortable. But I couldn't pass the next fight.
By not being able to sleep I can play more LD games. Thank you for that.
+ The two-button controls, in particular, don't seem as hamfisted in as a lot of the other LD games. Instead of feeling tedious they just feel hard, and they feel like they fit in well with reloading/the enemy chase mechanics etc. I would have liked more visual indicators, like maybe a first person weapon, but that's more juice than substance.
* I had some issues with how the camera chooses to center itself: in particular during reloads it seemed to recenter itself to the top right of the screen, which isn't helpful
* permadeath is bad mmkay
- When the enemies aren't in your field of view they might as well not be there. Sound cues would have helped a lot with letting your player know where they are in relation to them
- difficulty pacing is a bit off: you introduce both enemy types in the first fight and then all the rest of the fights up to the boss is that except more of them. then the boss starts out with mooks instead of getting them midway through the fight. These sorts of things frontload all the difficulty up-front which makes bad players bail early and good players feel like the game is too easy
(I didn't finish the boss so I might be talking out of my ass here)
- The dialog was incoherent, to me at least.
killer7/8
What I don't like is restarting from the very beginning, having to replay all the basic fights, just to give the boss another go. I nearly got it on the second run, but couldn't stomach going for a third.
Here are a few suggestions:
- Checkpoints, notably just before the boss.
Or
- Multiple pathways to the boss. Make the level into a bit of a maze where, if you know where to go, you can avert most fights.
And
- Less HP on the rotating four eyed beast. If every eye only took two shots, a skillful player could take that thing down with just one clip. That would be cool.
Very atmospheric.
It would be better if action mode was active only when you hold rmb.
Really like the atmosphere! Good luck!
Alas!
Spooky games like this aren't really my cup of tea, but this one was really well done.
+ Cool concept
+ Great graphics and sound, giving a nice mood
+ Reload mechanic is very creative
Con:
- A bit hard to maneuver, it would be better with more buttons (although it wouldn't fit the theme and it's awesome how you made a FPS with only 2 buttons, don't know if mouse movement counts as buttons anyway)
Obs:
o Couldn't pass the 2nd "wave"
Awesome job!