Ludum Dare 31
December 5th-8th, 2014

Ludum Dare 23

April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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Head Trauma - drZool - 48 Hour Compo Entry

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View drZool's journal. | View all entries by drZool

Ratings

#305Mood2.91
#511Innovation2.75
#612Humor1.88
#628Overall2.67
#646Audio1.86
#668Fun2.38
#710Graphics2.33
#748Coolness41%
#784Theme2.21

Comments

Lidfrid says ...
Apr 23, 2012 @ 11:37am

Sorry, i don't catch the theme here

emongev says ...
Apr 24, 2012 @ 5:44am

I liked how the next world is smaller than the previous one (the theme i guess) and i loved the gun, and disliked i had to get it again at the beginning of each level. I hated the graphics, when they were dark i got a head ache because i didnt see anything, and then they were too bright...

True Valhalla says ...
Apr 24, 2012 @ 5:44am

Really lacked direction, and on top of that the shadow engine made it very easy to become disorientated.

karnakgames says ...
Apr 24, 2012 @ 5:53pm

Weird experience, as well made me dizzy. But, I actually liked it for the innovation.

schizofunky says ...
Apr 24, 2012 @ 8:51pm

I really liked the idea, it felt very surreal! The enmies are quite cool and you did a good job of the splat animations :D The Walls are a bit bright tho, it disoriented me but also hurt my eyes to focus!

kratorspore says ...
Apr 24, 2012 @ 8:58pm

This was pretty interesting. Once I found out I could run, it was a lot more enjoyable! I liked the 'splat' when you killed the blobs. I liked the ambiguous nature of the game. It felt very mysterious. It would have been nice if there was some acknowledgement of finishing the game. Once I killed the big blob I couldn't see anything else to do. Pathfinding was really great, did you use Unity's new pathfinding stuff by chance or did you roll your own?

firstrowgames says ...
Apr 24, 2012 @ 9:00pm

I acctually like this kinds of graphics and the game was very unique.
But the lighting that was on the walls was a bit too bright.

Apr 25, 2012 @ 2:41am

Visually, very lovely. Had some trouble trying to trigger the pink buttons - maybe the colliders need to be bigger? Effects were nice, too.

drZool says ...
Apr 29, 2012 @ 7:15am

@kratorspore Thx! Yes there is a bug after you kill the blue boss. It should have shown the win screen. Yes I used Unity's NavMesh for pathfinding. It was really easy.

samoojamies says ...
May 1, 2012 @ 10:07am

Had some innovation and good mood.

RĂ©mi says ...
May 4, 2012 @ 11:58am

Strange mood, but more feebbacks would be cool! (sound & graphics)

Benjamin says ...
May 6, 2012 @ 10:14am

I like it ! When I killed the boss, I would have prefer to see an ending ( even a brief one ) instead of just walking around not knowing what to do. Sometime just a "the end" screen is enough to transform a 48h experiment prototype in an actual game ! :)

Daniel says ...
May 6, 2012 @ 10:16am

Very surreal O_O

Th3dz says ...
May 6, 2012 @ 2:37pm

Would have liked an ending. Cool otherwise.

smvilar says ...
May 8, 2012 @ 3:07am

Nice concept! I'd be awesomer if the transitions were smoother, to help you notice you're going deeper. I didn't like the shooter part.

TyrusPeace says ...
May 10, 2012 @ 7:58pm

I agree with others that the lighting style for the levels was disorienting and somewhat nauseating. I really like the splodey-splash death for the enemies, though, and the zooming into the next level effect at the end was neat. I do wish that factored more into the gameplay, but it's a cool effect.

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