greg-anims 2014-04-28 01:40
i like the colors and friendly vibe, it was be cool if it has a story and some characters to talk to or something. i like tapping left+right to swim backwards, its a feature!
Foon → Ludum Dare Explorer → LD29 → The Deepest Darkest Trench
By trueyomic
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 1 | 100 | ||
| Humor | 542 | 2.45 | ||
| Theme | 618 | 3.20 | ||
| Graphics | 706 | 2.93 | ||
| Overall | 745 | 2.98 | ||
| Audio | 843 | 2.17 | ||
| Fun | 845 | 2.69 | ||
| Mood | 899 | 2.60 | ||
| Innovation | 1145 | 2.17 |
i like the colors and friendly vibe, it was be cool if it has a story and some characters to talk to or something. i like tapping left+right to swim backwards, its a feature!
The collision was really unforgiving, so I didn't get far before getting frustrated.
It's so hard!
It looks really cute! My frames slowed down a lot (played in Firefox), especially near the first checkpoint it was like a slideshow. The collider needs to be a little bit smaller too to be a bit more forgiving. But besides that it's a neat little game :D
Sorry about the difficulty. I did lower the speed of the urchins after watching my wife play, but I beat it multiple times when they were faster. Don't give up!
Nice oldschool-feeling graphics.
The movement mechanics is pretty weak, you could add some acceleration to it maybe. As it is, there is no real challenge, basically what we do is "walk" and wait. What makes you game hard is the bad collisions and the claustrophobic rooms. Anyway, I think it is a good prototype and I liked the game style.
Thank you for the generous save locations, it helped keep me playing. I had fun playing. :)
Great job. You used LibGDX too! The movement is great, love the art and the animations. It seems like its a really large map. It seems like a standard puzzle platforming game. However, I really didn't get to try to the lock mechanic because I couldn't get far enough (I'm bad at platformers, but it felt a little tough; glad you put save points). Big issue is the level design; should make accomplishments at the beginning to give player a sense of progress as well as get a feel for the obstacle difficulty. The mood was set with the art, but some audio would've made it better! Sound is actually really important in a game, I'm realizing. Great job though!
Graphics are nice and you can tell there was a lot of thought into level design. I don't typically like these types of games, but I still had fun. The death noise is very annoying though! Since you die so often, it would be nice if dying was less jarring.
html version was playing fine for me (chrome).
Beat the game. Nice, that there was a boss.
Only thing that saved me from frustration was the nice save-system on S and itempickup :)
Ran really slow in firefox (but fine in chrome), is that a libgdx problem?
Surprising amount of content (really liked the boss at the end, did not expect), wished there was a bit more variety (sea urchins got a little repetitive by the end.
Yup, html version is slow. I liked the feeling of this, pity that it lacks music. Good job anyway :)
Was a fun little romp I did worse at than I'd like to admit. Still, some fun maneuvering, and I did quite like the ending.
I'm playing in firefox, and right when I get to the first save point I get a gradual decrease in framerate. Other than that it seems like a pretty solid game, nice job!
This game is pretty good in my opinon, the art is nice, but a big drawback is that there is no music.
Awesome, this is getting really hardcore in the end.
This sleepy fish is a badass !
I tried the html version an it run smooth :) just some sounds out of sync sometimes. A little bit difficult for me, but overall I liked it! Good work!
I tried it out. It was ok. Maneuvering through urchins get pretty annoying really quickly, and that made up the whole gameplay.
I finished it :D very nice level design! Simple concept expanded to its fullest, and doesn't overstay its welcome.
Great!
As others have said, the collision made things frustrating (on the boss especially), but there was enough variety in the challenges to keep it interesting. Good job!
Thanks for all the awesome reviews guys/gals! If I had the chance, I'd go ahead and change the collision box a bit (for the urchins at least); and if I knew any music tools well, that'd be the #1 thing I'd have added as music is really important in games to me. Thanks for the constructive criticism too; I won't be able to learn from my mistakes without it!
The collision made it quite difficult. Would have liked to have got further before it got too tricky
Good game ! but you are right, the collision is really unforgiving
Damn that was hard to beat. The boss battle was the difficult part. The art and sound matches very neatly. I have to agree that it's some pixel perfect collision right there, but you know... you have to try it harder.
Oh! Also, thanks for commenting on my entry ;)
Very cute game! Loved the little twist at the end. The collision area with the starfish was a bit fustrating, especially at the boss battle, thank goodness for infinite tries. Excellent job!
Movement is kind of stiff, requires a fast twitch reflexes. hit boxes are pretty cruel. you could make them half the size they are and things would feel a lot more natural I think. Felt like a complete experience, though I had to brute force the boss and felt really drained by the end. Good job!
That's a challenging game! I would have appreciated some UI telling me how many pearls or starfish I had.
It is a cool concept and it looks good! However, I don't particularly like this kind of game so I am probably not the best reference. The precision needed to pass some of the enemies is to harsh. But it looks very broad!
The level design was pretty engaging considering the small number of elements.
great job! tooo hard for me =) but it so cute fish) i liked palette you used!
The collision detection is pretty unforgiving.. it'd help a lot if you made the bounds of the fish smaller, i think.
Also, the controls felt a bit imprecise for some of the things you're asked to do. The collision detection doesn't help, but i think it's also due to the speed of the fish. If it had some slight inertia (not too much!), so it didn't jump straight from zero to full speed, it'd be easier to position the fish more accurately.
Bug: Horizontally moving spikes has a bright line flashing on the left hand side (web version in chromium)
Anyway, it was still enjoyable =). Thanks for the generous save spots =)
Nice little platformer!
Cute, but tricky due to large hitboxes.
Nice graphics. The idea is good but it's quite hard for me to beat the game.
One of the games where I permanently ask myself: "It's not that hard, why do I keep failing?"
But well done! (also for supporting all those platforms)
Remembers me of old C=64 Games which where quite hard to master. Also the sound effects remind me of the 'good old times'. Maybe you should go also for a 'retro' style graphics... Just an idea.
Since I am not so young anymore I have not played very far because I like more forgiving games now.
Love the fish animation. I think the collision boxes are a little bigger than the sprite, so it's hard to avoid obstacles.
Yay, I like my little new peaceful trench.
It was quite a frustrating journey, as many have pointed out, because of the collisions. Also, the gameplay mechanics have been done over and over (except for the boss battle!)
Some comments about the level design:
-Designing levels with keys generally feels like lazy design, since it basically just makes you go through the same thing twice. Which brings me to the next point:
-Some places had the same challenges a couple of times in a row, (like several urchins in the same amount of space) which is also not very good level design. More variation, thank you!
-More kinds of enemies = more variation! I know it might be challenging to program more enemies, but it does a lot for making the game feel more alive.
But with that said, let me just say one more thing: BOSS BATTLE! That was awesome! I was so surprised at seeing that.
It's possible to get stuck when you use a key on the wrong door, there also wasn't a lot of variaty. Other than that, a solid entry.
Cute little fishy game :) I included it in part 24 of my Ludum Dare Compilation video series :) http://youtu.be/a1xd0I3_xtY
This is an impressive start. Like others have said the movement and hit boxes need some polishing to make them more fun, but this is great work for 2 days!
Thanks again for all the constructive criticism! Again, most of the design and lack of variety came from lack of time (and I had a headcold the whole time) so I was only able to make one enemy (and the boss wasn't too hard to build from that).
I am aware of the possibility to get stuck if you use keys outside of the area that you are in; I tried to minimize that; had I more time I would have made at least one more key to solve that or implemented metroidvania-like abilities like I'd have liked to in the original plans.
I'm also aware that you can carry one of the keys to the near end for use in a hidden area... ;)
The hitboxes could be really improved. The "platformer" would work better if there was gravity and thrust.