FoonLudum Dare ExplorerLD30 → Between Heaven & Hell

Between Heaven & Hell

By igizzy

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CategoryRankScoreCount
Theme6963.06
Fun8922.65
Audio9211.81
Innovation9922.50
Overall11012.52
Graphics11122.12
Coolness162637

Comments

hungyg 2014-08-25 07:58

Programmer art indeed :D Cool concept!

igizzy 2014-08-25 08:33

Haha yeah I got my dates mixed up and scheduled a family get together this weekend so I did not get anywhere near a full 48. I guess I figured hey its my first Ludum Dare, lets make it even more difficult to complete a project haha!

vallar 2014-08-25 08:43

I liked the concept a lot. I had fun playing the game. My highscore was 18 I think (which shows how much I suck at the game more than anything).
Throughout the multiple tries, the game was really fluid and nothing came out wrong or bugged. It worked flawlessly.

That said, it was hard having corruption increase automatically even though you didn't touch the orbs (although it has been explained), it just felt it add more difficulty. Though I liked the mechanic where the corruption decreases when you are in "heaven" and increases over time when you are in "hell" it was a good mechanic (albeit made the game more difficult).

The click to switch, I am guessing was designed perhaps for mobile in mind later on? Not sure. But I'd preferred to have more control on the square than just click and hope my trajectory would make me miss the orbs and get the souls.

Another thing that surprised me that every soul/corruption is in hell. I don't mind having no corruption in heaven (it is supposed to be like that) but I am sure there are some good souls in the world to warrant their existence in heaven. It felt that there is no point in going to heaven except to dodge what you find in hell.

There was no audio aside from sound effects, but I liked the sound effect that was playing. Wished there were more, but I am guessing timing limits.

All in all, I liked the concept and I definitely liked the gameplay, I wished I had more agency on my movement but still it worked out OK in the end.

Good work :)

igizzy 2014-08-25 23:24

Thanks for the feedback! The movement mechanic was based off of the magnetic suit from Jetpack Joyride. I really enjoyed how that power up felt to that game, and the difficulty it presented to control it.

As for the heaven and hell(and lack of items in heaven) there were going to be power-ups in heaven to help you combat the effects of the corruption and demons in hell. The reason none of the demons/souls were in heaven was due to the plot of the game asking the players to save lost souls.

I like what I ended up making, so I might run with it after the compo is done. All the feedback is appreciated!

ganbaregames 2014-08-26 01:08

Cool game. I didn't realize that the circles were bad to collect at first though, haha.

munkeebacon 2014-08-29 02:11

Fun little game, the controls are a tad bit loose but if that was what you were going for then nice!

ryusui 2014-08-29 08:10

Actually, I found the abstract graphics rather charming - a bit more polish on them and you could go with the "red circle demons" and "blue rectangle souls" all you wanted. ;)

Maybe I just didn't understand the controls, though, but I don't seem to have much control over when I ascend/descend - my angel has too much momentum to gauge accurately when I need to click. Also, sometimes souls and demons overlap; shouldn't be too hard to prevent that from happening.

Last but not least..."Your a demon". Better hire a good proofreader next time. ;) (Yes, I'm offering.)

igizzy 2014-08-30 01:35

Good catch! This is the result when I try to get sneaky and dev during family visits haha! I fixed it and updated the source and web player files. I also added the remaining builds for osx and linux. The feedback is greatly appreciated. I’m glad my bad art has been fairly well received (for what it is..haha)!
I modeled the controls off of the magnetic suit buff in Jet Pack Joyride. I enjoy it, but I do feel it needs work. It feels fairly close to the original mechanic, but in the way that I am using it there needs to be more control. I feel that the max ascend/descend speed is appropriate, but it feels loose on the transitions. From feedback watching family members play it, it’s the transitions that take too much time to give enough accurate control to the player.
Izzy

shatterhand 2014-08-30 05:38

Web link is not working here!

benjamin-soule 2014-08-30 10:25

@shatterhand there's one too much "http/" to delete in the url.

My best score is 13 souls it works pretty well and the acceleration make you want to take a lot of risks in early game which is good.

For the control you should add that left button "switch" between ascend and descend mode. Without that people will try to play this in flappy bird mode. you could also add an arrow in the ui showing your current direction (up/down)

igizzy 2014-08-31 01:35

Whoops, fixed the web link. I had thought that the player moving was enough of an indicator, perhaps I should toggle the text at the bottom to show what they can do when they click. So when you are ascending it says press left mouse button to descend, and the opposite when descending.