dcolgan 2013-12-16 03:04
Interesting storytelling and twist ending! High marks for mood. Platforming was a bit tight but worked to advance the storyline.
Foon → Ludum Dare Explorer → LD28 → Out
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 58 | ||
| Mood | 124 | 3.45 | ||
| Audio | 375 | 2.76 | ||
| Humor | 426 | 2.39 | ||
| Theme | 431 | 3.00 | ||
| Overall | 528 | 2.97 | ||
| Graphics | 692 | 2.55 | ||
| Innovation | 737 | 2.52 | ||
| Fun | 802 | 2.39 |
Interesting storytelling and twist ending! High marks for mood. Platforming was a bit tight but worked to advance the storyline.
Loved the mood and the story unfolding.
Mood was great, story was interesting, and I really like the minimalist art style, but MAN was it HARD. Thank God there weren't lives in this game because that poor guy died over and over and over and over. His hitbox is just...weird and it threw me off quite a bit. Solid showing though.
Very interesting take on the theme. This is an example of how to move games in the direction of art. Very thought provoking, good work! That said, the gameplay mechanics were weak and unrelated to the narrative theme (as far as I could tell). I think there were maybe delta-time issues where sometimes thing moved at a reasonable rate but most of the time it felt like everything was moving about twice as fast as it should, which kind of killed the platforming for me.
The platform was a little too finicky, it was either the lack of inertia, or some bounding box issues, but I am sure glad that you have infinite lives!
Oh Nice story.
Strong theme ties. Hitboxes were weird, making the platforming very difficult once the enemies appeared. Appropriate atmosphere.
Nice game. The story drove the game along despite the simple mechanics. Nicely done.
It wasn't particularly fun to me. I feel as though the movement speed was too high and just began to infuriate me after a while as I continuously missed platforms.
To answer the question about the hit box, the hit box of the player was scaled down a bit from what it originally was in order to prevent it from looking like the player was floating on the edge of a platform. As for the jumping/platforming, keep in mind that this is my second Ludum Dare entry and I only just started working on platformers, so I don't quite have the jump down. I feel that the jump in this game was a bit short and quick and I will try to improve on that. I'm glad you guys liked the story though. I was afraid that it would come across as a bit teenage poetryish.
Perfeeeeeeect! *_* the kind of game I love. I loved how creepy and aerie all the atmosphere was, and I never really expected that to be the secret! Amazing, very experimental! Mine is also a bit experimental you should check it out ^^
I had a lot of trouble getting past the room that said, "And it scares me." Cute graphics, very minimalist.
Mood was great. I'm glad there was instarespawn, as a lot of harder games suffer from spending more time loading than playing if you die quickly :P
Pretty cool way to tell a story or use video games to try autobioggraphy.
Haha very simple but nice :)
Well, can't get through "And it scares me" room. I also don't like this too simplistic style of art -- but I must admit that fits well with the music.
Great mood, but everything was a bit too fast moving.
Killer mood and nice story, but the game is really tough. I almost was hoping for a death counter at the end of the game, haha.
Not sure if I understood everything, surprising ending ^^
HUHHHHH!!! I will have to play the Alternate Eli's "Out" game for sure!
The game runs fine but I can't see the bottom of the window (my screen is 1366x768). I assume some kind of start button is down there? =\
@eli no, you move with WASD and jump with space. Move to the right to advance.
Yay, I finished it!
Loved the storytelling, found the platforming to be quite hard. Great atmosphere -- I especially loved the simple yet effective graphics. Good work!!
(ps. a simple trick to help the player leap off platforms is to have a counter keep track of how many frames have passed since the player was last on a surface. Then you can say "if player is on a surface OR counter < X, allow jump". Play with X and now it should be much easier to jump across the level. [You might need to add a test to make sure the player doesn't double-jump.])