sheep 2013-04-30 00:18
At least in the WebPlayer on the Mac the mouse is way too sensitive. It makes it hard to navigate. Nice idea though :)
Foon → Ludum Dare Explorer → LD26 → STL RNNR
By siewart
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 71 | ||
| Theme | 83 | 3.83 | ||
| Fun | 84 | 3.51 | ||
| Overall | 118 | 3.56 | ||
| Graphics | 134 | 3.73 | ||
| Mood | 186 | 3.22 | ||
| Audio | 281 | 2.89 | ||
| Innovation | 322 | 2.80 | ||
| Humor | 340 | 1.88 |
At least in the WebPlayer on the Mac the mouse is way too sensitive. It makes it hard to navigate. Nice idea though :)
@TheSheep: Thanks for reporting, I fixed it. I also decreased the file size by compressing the sounds. In accordance with the rules I will call it a port to
"people with normal sensitivity settings"
and
"people with low patience"
-Siewart
Too sensitive, but very nice to play :D
The mouse is to sensitive. The graphics and the game concept are realy cool, and fit the theme well
Love this one! Very slick and clean design. Everything works great and it is a good challenge! Awesome work!
A good generic plataformer, fun nonetheless, it fits the theme perfectly, it also seems very well polished.
Didn't know I wanted to play infinite running Mirror's Edge until now! Great use of theme and solid gameplay.
My favourite of all entries I've played so far, reminds me of defrag.
Hey, you only used basic shapes from Unity to keep it minimalistic, just like me... hehe
I feel that some textures would have helped to give a sense of velocity, specially becaus de default character controller from Unity has a little too much of inertia to compensate every time you stop running.
Texture would have helped on those areas were the player can't stay too long, to give a fair warning to the player.
I liked that you made the levels instantiated randomly and, has you managed to build a tutorial and didn't need to progressively improve difficulty, it worked.
But it only work because there are few levels... the player might want to keep trying the same level until he gets it right.
By the way, congrats on the level design! ;)
Non disappearing mouse cursor was a bit irritating (played in browser). The game world loked great - i liked the subltle touches like corporate-waiting-room furniture and minimalistic use of color.
Good job.
Oh! Procedural generated levels?
Looking interesting =)
Liked neon design ^_^
This is really addictive, awesome visuals. I wish respawn delay was shorter.
You can use R to respawn, but your highscore won't be saved. (I should gofix, but that would not fall under the allowed fixes, so maybe later :))
@All, thanks for the comments so far :D
This was the best game I have tried so far. gratz =)
I love parkour in games! Gameplay and graphics are great! :) Good job.
Awsome game overall. Graphics & sound work together to create the Theme of the game. Very tought (or may I say "challenging"?)
I've definitely played this one more than any other in the competition. Very addictive; I had the high score for a while, but someone broke 1,000 today! It already feels like a complete game, but more would of course be welcome.
Truly great game, perfect art, solid fun gameplay.
4 suggestions:
1. Find an artistic way to reduce pop-up, maybe an interestingly textured plane that hides the non-loaded section that flies back once they are loaded.
2. Somehow procedurally generate the areas or add tons more options for sub areas and then pair them with different "backgrounds"
3. Add some audio or visual HUD clue to tell the player when the blocks falling behind them are close or not. A hud graphic that gets less transparent or a simple audio noise (like a hiss) that gets louder as the falling platforms approach.
4. Put on a site like Kongregate, add high-score submission, and watch the plays skyrocket. :)
Good news.
We've decided to make a post-jam version (and add update to it later):
1. Lots of bug fixes, as reported.
2. Updated obstacles. (Better flow)
3. Additional obstacles.
4. Updated graphics.
5. Updated performance (reduced draw calls)
6. Kongregate version. (To save bandwidth)
7. Options: Sensitivity, Invert Axis etc.
Possible additions:
5. Difficulty scaling
6. Better visual/aural indicators (Is the world falling apart? How far from the ledge am I? etc.)
7. Pickups
8. Better music
9. Updated Tutorial
I liked the visual style and the procedural level creation was very cool.
Really nice entry! This game deserves more development for a proper full fledged release :) Too much fun, thank you!