phocker 2013-04-30 04:03
oh god -- death at every corner -- i like the game mechanics but i kept dying all the time, and it kept respawning at the beginning -- nice effort
Foon → Ludum Dare Explorer → LD26 → Simplyfy
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 2 | 81 | ||
| Theme | 247 | 3.33 | ||
| Overall | 261 | 3.16 | ||
| Audio | 266 | 2.93 | ||
| Humor | 298 | 2.04 | ||
| Graphics | 310 | 3.02 | ||
| Mood | 350 | 2.70 | ||
| Fun | 380 | 2.61 | ||
| Innovation | 413 | 2.49 |
oh god -- death at every corner -- i like the game mechanics but i kept dying all the time, and it kept respawning at the beginning -- nice effort
I love the little blood trails., although I saw them way too often. :) The skill loss mechanic is very interesting. Even with all of the skills I found it quite challenging to make it through the level, but at least there are many routes and many ways to solve each problem. Good Show.
It took a while for me to realize I could double jump and wall hang. Even then the game is a bit too difficult for me and I gave up around the 60th life.
Well, I told myself around try #40 that I would go to 100, and did just that, not succeeding once. If you want to track the distributions of deaths, I will post it on my twitch channel by tomorrow (/zxprogramming). The thing about extremely difficult games is that they require an eventual reward - I did not get one from this. This game felt less "difficult" than it was "unforgiving". Too often I would "trip" on some ground spikes as I jumped over them, with no obvious visual contact, or land too close behind one of the circles. Also, while aerial control is not physically realistic, it is nearly essential in a motion-heavy game. Basically, whenever I entered the air I was gambling with my life, and felt that I had very little control over where I would end up, no matter how I took off. With tighter controls and shorter levels (or, like, save points? Then you could make us run all of the challenges.), it could be pretty good. At the moment, however, for me it is simply just painful.
My personal record is 40 but I had a lot of testing while making it. I admit character control is buggy and some colliders are too big too. I will try to fix some of this problems.
You should add some sort of checkpoint system, as it's really hard to get far without dying. I liked the death animating though - cool blood!
Tried to run in OS X (untested, yes, so I saw):
LSOpenURLsWithRole() failed with error -10810 for the file /Users/Skomakarn/Downloads/LD26/Simplify.app.
You should tighten this up and make it a bit more forgiving. I dig what you have so far and would love to be able to actually enjoy it! Haha. Good work!
Heh, got too frustrating for me to finish. It desperately needs a checkpoint after some of those obstacles. I liked the music, and the path that tricks you into looping back around to the beginning made me laugh a good bit, so high marks for humor there.
I downloaded the Linux version but it says:
$ ./Simplify
Set current directory to /tmp
Found path: /tmp/Simplify
There is no data folder
Really nice visual style style and I like the music. It reminds me of super meat boy. Save points would make this game about 1 million times more fun and should only take a few minute to implement. The controls felt ok, but I think that if you are asking this degree of difficulty from the player then you need to hold the controls up to a higher standard. I can't control the height of my jump for example. As a player I felt overwhelmed by the controls. I get what you are trying to do by overloading the player with skills at first but it would make more sense from a game design perspective if you start the player with less abilities and give them more abilities as they progress, even if you take them away later.
add checkpoints or increase the game speed s deaths don't cost so much time and the game is almost perfect!
Nice game!
I had to play it twice since I didn't read the controls the first one, you should show the keymap at the begining.
I enjoyed it, may you uplodad a speedrun video?
Controls felt a bit, but it seemed pretty neat anyway!
A little too difficult! The controls are smooth, though, so it's just all in the level design :D The art style is cute and effective and I enjoyed the sounds! NIce job!
a bit wierd*
I keept dying all the time. Still, nice work!
I wish I could get farther, but after about 20 tries, I couldn't make it past the first couple scenes.
Gongratulation for your game.
I quit after 91 deaths.
I would like see a speed run ^^ .
So frustrated, but funny a really hard game to try to beat, when you get practice can do easy but need some time hehe :D
Tough, but nice animations and the controls were pretty solid and I had fun in spite the difficulty.
Something simple that would have made it less frustrating: shadows/colored areas for where blocks or bullets land, so you can better judge where safety is.
Extremely difficult, but I there's nothing wrong with a punishing game. I thought the controls were smooth and the wall jumping implemented very well (lots of games seem to get it wrong). I love the effect when the player dies, and am very grateful for the quick respawn times!
It feels like you were inspired by super meat boy, I liked the setup but the controls being wonky made the game virtually unplayable. Which is a shame because I thought there was a lot of potential here.
It is a bit too difficult. The biggest problem is with the controls in that you can't move yourself in the air effectively which is very necessary in a game like this. On the other hand, the physics were nice, and the over-all concept is very interesting.
Well it looks nice and the blood effects are good... as well I know by now... I do not like hardcore games much... regrettably this confirms my prejudice.
It's a nice angle and the movement felt good, but yeah, like the others said, unforgiving! Found it really hard to judge even the first squishing blocks. Felt like I wanted to be able to save!
Rock hard, and that's in a good way! I love it
I'm so bad at this :(
Amazing concept! Sadly, the level design wasn't made too well. It started off with such a hard piece not allowing the player to learn the mechanics well. I also found myself in mid jump wanting to change direction but couldn't. I liked the music/sound effects and player animations. Perhaps start the player off with a much easier level and give checkpoints now and then.
I died a lot and I complained in the comments section about it. I think the problem is that you accelerate too quickly on the ground and too slowly in the air. Besides that, the skill loss mechanic seems interesting (although I never got far enough to test it out) and the levels seem well-designed to facilitate that mechanic.
Air controls were weird, but I liked it. I didn't get the "remove a control" screen and thought the game had crashed and accidentally gave up. Good work though, had fun playing it.