FoonLudum Dare ExplorerLD19 → Introspect

Introspect

By chainedlupine

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CategoryRankScoreCount
Graphics443.50
Community513.50
Fun703.05
Overall793.15
Theme1123.10
Coolness1214
Audio1332.16
Innovation1732.32
Humor1921.55

Comments

toadfrogs 2010-12-20 10:35

Nice retro graphics.

the-jack 2010-12-21 04:08

No recovery time after being hit led to a lot of push-back deaths.

Found a secret by falling through the floor, that was cool.

Congratulations on finishing!

cosmologicon 2010-12-21 16:09

Yay, I actually beat it! I'm glad I stuck at it until the end. Nice job.

Some feedback: I normally don't mind platforming without weapons, but I feel like if I'm a purple metallic pterodactyl/greyhound with spiky wings, I should be able to kill a slime in fewer than four hits. Definitely agree about needing invulnerability after being hit. The first enemy that got a good hit in would always kill me to death. The platforms ran way too slow. I was waiting for one for 30 seconds. The arrows were deceptive. Better to have no arrows than ones that only sometimes point the way to go first.

jolle 2010-12-21 18:52

Movement felt a bit sluggish, didn't quite match the idea I got of the creature in the intro screen. Content wise pretty solid game.

stevejohnson 2010-12-22 06:32

Beautiful artwork! It provides a nice atmosphere. Unfortunately, the audio doesn't really match.

I agree that the character does not move in a way that matches how it looks. Slow, floaty, and weak.

But, great job! I love it.

chainedlupine 2010-12-22 20:53

Thanks everyone for taking the time to try it out!

Yes, physics are bizarre for the player, as I used a lot of built-in Flixel physics for pure implementation speed sake. I was never happy with how the character moved myself, but it was fast to write. That's something which will need to be revamped.

There's also a lot of small bugs that take away from the feel of the character, which would be addressed by a re-write of its collision/physics code. And of course, platforms that don't carry you along are supremely annoying. :)

@Steve: Audio was to be a big part of the game, but unfortunately I ran out of time implementing it. I'll be covering this in detail in my post-mortem.

@Cosmo: The slow platforms were a design decision, necessary due to how the player's physics worked. Since they also wouldn't 'stick' the player when moving horizontally, I kept their velocities slow. It was just a hack to work with the engine as-is.

The push-back deaths, I also realize now, were far too aggressive. There is a part in the game where that mechanic -- combined with a slow platform -- makes what was intended to be a very simple part, very frustrating.

pycron 2010-12-25 17:25

Cool stuff.

I love the graphics, very nicely done.

The audio is a bit sparse, but I think music may have actually detracted from it a bit.

Horizontally moving platforms are a bit... troublesome. They should carry you with them, but I realize that Flixel might not allow for that without some icky hacks.

All in all, very nice game.

endurion 2010-12-30 10:05

Really ambitious :)
However as others said, the controls feel not fitting the character, way too floaty. With some more work this could be quite a neat game.

jerm 2011-01-01 05:45

Great game! I made it to the end, but only found 1 secret. The game world was really cool but felt a bit empty, also the player movement was a bit sluggish. Apart from that, the gameplay was really good (except for some issues with enemy combat, as others have mentioned) and I wish there were more levels!