FoonLudum Dare ExplorerLD27 → Direct Interval

Direct Interval

By kerinova

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CategoryRankScoreCount
Coolness362
Audio7182.23
Humor8641.71
Theme9922.59
Mood10431.83
Innovation10992.06
Graphics11161.85
Overall11342.21
Fun11411.88

Comments

manabreak 2013-08-26 04:50

I honestly didn't know what to do here. How do you beat up the game?

Also, the instruction text is FAST. I had to hold down R to get to read it.

kerinova 2013-08-26 04:54

You go to the exits. You have to explore the levels to find them. They are purple circles.

I am sorry about the instruction text. That is the sort of mistakes that get made without playtesters :/ I will put the instructions onto this post, for future players.

otresnjak 2013-08-26 04:54

Neat game! I like the implementation of the 10 seconds theme. Hard to tell what kills you and what doesn't, though--would really help if the "lose" screen told you why you died.

infernal 2013-08-26 04:55

fun, but menus/text didn't stay around long enough. had to hunt for the backslap manouver to finally get out of the first part.

farfromsleep 2013-08-26 05:09

Good job, not bad at all. I'd agree that the lose screen could be a little more descriptive though.

kerinova 2013-08-26 05:11

@otresnjak Thank you so much! :) That is a good idea, it wouldn't be too hard for me to implement. If only I thought of it sooner.

kerinova 2013-08-26 05:12

@Infernal I am currently uploading a build that fixes that. Thank you for the feedback.

feysoura 2013-08-26 05:16

couldn't get past the first part. That red thing didn't let me! Am I stupid?

kerinova 2013-08-26 05:18

@Feysoura you have to use right click to melee the red enemy.

jishenaz 2013-08-26 05:20

The character moves more fluidly on an Xbox controller, but I couldn't figure out which button is used for melee.

kerinova 2013-08-26 05:21

@Jishenaz Melee is Right Button on a 360 controller. I am sorry, I forgot to add the tutorial text for the 360 controller.

heroesgravedev 2013-08-26 05:37

Linux ready?

Looking forward to playing.

kerinova 2013-08-26 05:46

@HeroesGrave I am working on it. The Web port will be done first however, which should allow you to play it on a web browser.

theholychicken 2013-08-26 05:49

I personally prefer more agility for the player. Increasing horizontal speed and implementing acceleration & deceleration would make movement less stiff.
Overall I think the game could benefit from a greater sense of freedom by making the game environment less restrictive(not have so much menacing downward pointing spikes).

lalanl 2013-08-26 05:49

The controls don't seem to work on a PC. I keep getting stuck on the You Lose screen without any way to get rid of it.

thesambassador 2013-08-26 06:07

It's really cool that you managed to put in all of those "extra" features, and that it works for Windows phone. Including a level editor is pretty impressive for the amount of time.

That said, there are a lot of really big problems with the game:

1 - I'm sure you're not an artist (neither am I), but the tiles don't just look pretty bad, but it's extremely unclear what each thing is. I seemed to die from hitting some stuff (not just the spikes/running out of time) and I had no clue why. The colors that you chose are extremely hard to look at. Honestly, a purely black and white game would have looked better.

2 - the platforming controls themselves are very flat. Only 1 speed (seems like there might be a small amount of acceleration, but it was negligible), jumping seemed to be slightly different if I tapped/held down, but not really enough to make me feel in control of it. Punching seemed like it had an extremely short range.

3 - The text in general is nearly impossible to read (one line goes over the level itself, and it's just too small in general). You'd have been better off putting the instructions in the readme.

I do really like the character you created, and the enemy hats are cute too.

I think you should focus a bit more on core gameplay, and less on the extra features.

endurion 2013-08-26 06:09

For starters, you should mention the Shift key, which lets you run faster.

The level is a bit too huge at the beginning.

The idea is not too special (I basically have the same :) ), the level design makes this somewhat naff.

Still, quite an achievement in only 13 hours being new at it!

kerinova 2013-08-26 17:49

@lalan You press R to get passed the lose screen.

kerinova 2013-08-26 19:38

@TheSambassador
1. Thanks for the feedback. I am absolutely terrible at art, yes.
2. I will do that, for my main release.
3. I do have the instructions on this entry post.
Thank you.

dissidentdan 2013-08-26 20:28

Solid concept. I didn't like the feel of the character movement. (Also, why was the character way slower when using keyboard than when using a controller?). In the first level, I didn't know where the exit was until after many play-throughs. I went all the way to the right side. On the second level, it seems like it's impossible to progress once you get on the third story/platform.

joxno 2013-08-27 17:22

I can see potential in this type of game,
although there were a few things that was confusing, the timer in the top left is dark blue which makes it hard to see how much time you have left,

It's also a bit weird to use the mouse button for melee when most other controls are keyboard based and mouse isn't used for aiming etc.

Also player movement was a bit slow which didn't really make it feel fast-paced, which I think this sorta game would've benefited from.

commanderstitch 2013-09-14 15:29

nailed the theme. reset timer gogogogogogo!