Endurion
Interesting take, it needs definetively more variety.
The jump control feels strange, it didn't feel as if I jump when i'm actually touching the floor.
Foon → Ludum Dare Explorer → LD14 → Hungry Derivatives Advancing Collapse
By jph
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 46 | 3.29 | 21 | |
| Theme | 77 | 3.20 | 20 | |
| Innovation | 83 | 2.85 | 20 | |
| Fun | 86 | 2.71 | 21 | |
| Audio | 17 | 3.63 | 19 | |
| Graphics | 26 | 3.85 | 20 | |
| Polish | 41 | 3.35 | 20 | |
| Humor | 44 | 3.00 | 7 | |
| Technical | 13 | 3.56 | 18 | |
| Food | 23 | 2.92 | 12 | |
| Journal | 38 | 3.50 | 10 |
Interesting take, it needs definetively more variety.
The jump control feels strange, it didn't feel as if I jump when i'm actually touching the floor.
Nice work. Congrats on your first LD entry!
It's okay. The gameplay isn't bad, just kind of average and not as interesting as one would hope. Good first entry, I'd say, and I like the visual style (although the character is kind of scary).
Loved the color theme and the sounds. The "negative" wall was a nice idea too. It does get repetitive though.
The difficulty is too low. It takes to long to get to the interesting parts, so it becomes boring sooner than challenging.
the dinosaur head is fun :). nice try in a new direction... first, i didn't see you in the compo, the graphics were kind of too happy... ;) nice, imo. - some more engaging gameplay could emerge by adding a simple time limit, or some other restriction like that, and there would be immediately more fun in the game, i thought... cause, playing gets quite boring once you can handle it, because it's not challenging enough anymore. but i like the soft jumping mechanics and the collapsing wall idea. - a happier major scale for the sounds would have fit better too, i'd say. and, a short delay on the beginning, before the ground starts to collapsing, could help the player to get used to the controls (that's where i got frustrated first (but i made the same mistake in my game. ...the first 10-30 seconds seem to be crucial)). - overall it's a nice proof again of your growing z game editor powers... keep it rolling!
To me, it was kinda hard to see what was going on. idea though, has some potential.
The perspective made it kind of hard for me to understand what was going on, and jumping felt very floaty. However the game might be running more slowly than it should on this computer!
I like the main character a lot, great teeth!
my world disintegrated, again.
Got 25, although I focused on getting as far as possible since it was very hard and unrewarding to grab the tiny "shiny" due to limited depth perception. After a while I ran into a huge hole across almost the whole map, so I failed.
The sounds are probably the best part of this thing, creating a really odd atmosphere which makes me think of Metroid.
Graphics are kind of neat.
I didn't really understand what was going on while playing... the best strategy seemed to be holding the down+Z buttons and moving left/right to sort of hit the edge of blocks that were higher up than you, so you got a crazy jump boost. Staying around in one place for more than a few seconds seemed to result in the level extending vertically to the point where you couldn't really proceed, but it wasn't very clear.
Cute title screen.
Well polished game, I liked the color palette and the cool effect of the disintegrating blocks. Movement is a bit spongy and the floating height of the collectible bits is hard to anticipate (maybe it'd be easier if they had shadows?)
Is there an end?
I loved the audio. And the weird character. Other than that, I think that this game suffers from poor feedback; I can't tell at what height me or the powerups are very easily, I can't tell what's making me jump higher or lower, etc. With that fixed, you could up the speed a bit and it would be quite cool.
Ah, the Z Game Editor, very nice. Really liked the visuals, unfortunately the framerate dropped to just a few FPS pretty soon, don't know what's up with that. I guess this a pure highscore game? The mechanics would probably have felt very fun with a smooth framerate, but this way it was a bit cumbersome to play, so I quit pretty soon. Still, seems like a quite polished entry for those who can run it well.
i like that although the advancing wall here isn't a physical object, there's nevertheless the sense of a solid entity chasing my character. and the perspective is fantastic: facing towards the whiteness of the pursuing collapse, with the ahead behind the camera.
because of the perspective, though, it's hard to tell where the hovering collectables are. shadows on the ground straight below them would help a lot, i think.
bouncing up from falling blocks onto higher ground feels very good.