darklightteam 2014-08-26 13:33
Good work! =D
Foon → Ludum Dare Explorer → LD30 → Noli
By chipcaramel
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Audio | 34 | 4.04 | ||
| Mood | 64 | 3.86 | ||
| Overall | 74 | 3.78 | ||
| Fun | 76 | 3.65 | ||
| Graphics | 85 | 4.22 | ||
| Humor | 213 | 2.88 | ||
| Theme | 415 | 3.09 | ||
| Innovation | 601 | 2.62 | ||
| Coolness | 1659 | 36 |
Good work! =D
Great game!
Good job :)
few points though:
- Attack sound is very loud
- When you start and stop walking it takes like half a second to get to full speed or stop completely, thats very anoying when jumping from platform to platform, especially the small platforms since you slide of it
It definitely feels polished, well done.
It would be convenient to make the jump or arrow buttons advance the dialogue so I wouldn't have to move my hand around the keyboard.
great game, high quality, looking forward to the postmortem-version :D
Good game. But controles are a bit of buggy.
I got to the air shark! nice polishing through!
The most outstanding entry I played so far; I really like Metroidvania games, and this time it's no different. The controls were confusing at the very beginning (personally, I'm more accustomed to Z = interact/proceed setup, so having up to interact, space to jump and enter didn't feel so convenient). Also, you might want to reduce inertia a little; as it is now, it's rather difficult to contol.
Still, the audiovisuals were pretty great; I really like the animation, especially the adorable expression of Noli while running. A lot of work went into that game, and it shows. Too bad it's incomplete, but that's what you get with 72 hours of time, I guess.
(oh, and one more thing: I'd suggest having all core instructions presented before there's any split to multiple ways; I went left at the beginning, and thus didn't have information about jumping or running)
Thanks for all the comments, folks. We put a lot of work into this, and I'm glad to hear it was well received.
Regarding control input, I intentionally avoided using Z as a default key for anything in case anyone was using an Azerty layout.
There's full controller support and key binding if you press F2 and go into the input configuration, so feel free to rebind controls as you like it. "Interact" and "up" are actually separate key configs that can be bound differently.
If you have an X-Input controller, key bindings should be set up for it by default (A = Jump/Accept, X/B=Attack/Cancel, D-pad for movement, Left Shoulder for sprinting), but other controllers will work too, you'll just have to configure them.
Dialog progression is based on the 'accept' key which can be rebound as well, but I'll add Jump as a key it responds to for the post-jam version.
As far as sounds go, I'll do some audio balancing post-jam so it's not so jarring. In the meantime, there's a volume control there in the options menu for sound effects, so you can adjust the sound volume there.
I'll certainly experiment with the inertia too, to see if I can improve that handling there.
Thanks again for the feedback, everyone!
Fantastic visuals and audio, and the beginning of a game I'd love to play a lot more of!
Really nice game. I'd love to see where this goes.
This is a great foundation to build something awesome upon. I like the graphical style and the music very much. The sound effects sounded a little cheap compared to the music and the movement was sometimes a little too draggy. Apart from that, I enjoyed this a lot.
Very polished.
Cool to see even settings in a Ludum Dare game! The gameplay needs work though. High inertia and unusual forward-jump made platforming pretty rough and the short range of my attacks combined with how many times I needed to attack made the combat somewhat tedious.
Anssi@MooseflyGames