heardtheword 2015-04-21 03:02
This was a lot of fun! The opening scene with the monkey made me laugh as well as dropping bananas on the floor. Really clever use of different "weapons" in the game and each one had a unique way of using it. Great job!
Foon → Ludum Dare Explorer → LD32 → Yum Kaax Relic
By vividreality
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 73 | ||
| Audio | 127 | 3.67 | ||
| Mood | 154 | 3.62 | ||
| Overall | 155 | 3.68 | ||
| Graphics | 207 | 3.90 | ||
| Fun | 229 | 3.45 | ||
| Theme | 326 | 3.64 | ||
| Humor | 357 | 3.19 | ||
| Innovation | 474 | 3.15 |
This was a lot of fun! The opening scene with the monkey made me laugh as well as dropping bananas on the floor. Really clever use of different "weapons" in the game and each one had a unique way of using it. Great job!
This is a great example of fantastic level design. Top-notch!
The art and music are really well done as well! Great great great job!
If I had to say something, I'd say it needed wall hugging, but that doesn't affect my overall rating!
@Math Tuttle, Thanks! I am glad you had fun. We had a lot of fun making the game, but it's even better when others enjoy it!
@josefnpat: Aww, I feel flattered.
I couldn't help but expect the WASD controls to be direction-relative.
@little_polygon, it used to be from the start, but it didn't feel right.
That monkey, the monster on every level was pretty easy to beat. Pretty cool game though, nice tutorial levels.
Great job! Lots of content there for such a short time. Fun game! Well done!
Great music, sfx, graphics.
Very good level design, I never felt frustrated about what do do. It was tutorial-like, but not in a boring way.
Well done!
Thanks for all the nice comments! @bpleonvong, yeah we noticed, actually. What we're concidering is to remove health completely and have the player one hit killed. Or at least in a seperate rogue-like-ish mode.
Oh man... It was so funny when the monkie comes in the start. "Oh a monkey, ill kill it"..."WTF GIVE IT BACK YOU!"..."Oh... fudge"
It was a great setup for the reason to use the "unconventional weapons". I am impressed by the complexity of them, just the fact that it is plural, multiple different ways to kill the super bear is awesome. The game just feels very content rich, which is rare in a gamejam-game.
The visuals are nice and coherent, the audio is also great!
This feels like a Snes game, very well done!
@Windmill Games, Oh wow, thank you so much! That is a really flattering comment. Thanks <3
Art and music are great. Collision is a bit strange.
For some reason the game decided to play on my second monitor. Using Windows 64 bit.
Wow, that game wasn't bad at all. I like how all the different unconventional weapons played out :)
Good job :D
Very fun game! I played it through and that really means something :)
This bloody monkey though...
Very cool surroundings!
The level design is 9/10 really good top down game.
Nice adventure game it sure was fun! You guy sure did add a lot of mechanics in, it kept the experience fresh and I also liked the art style. Nice work!
Thanks for all the lovely comments :) Really appreciate it!
Initially, I thought the banana would just stun, and that I had to find another way to actually kill the bear or escape. And so I was about to give up, until I read the comments.
It's a bit confusing that the room the stair leads to depends on your progress, and not which stair you take.
The save/load interface, while clever, is too unusual. Maybe for a longer game it'd do, but here, first time I saw it, I thought it meant "Press slash to save", and wondered if the DEL writing on the detonator meant the del key or was a decoration. When I used E on the detonator and heard a sound, I wondered where a wall had been blown up. It's only after dying to the second bear, retrying, and noticing the skipping of first bear that I understood.
It bothers me that the character is walking backward or sideway most of the times. Usually I like such control scheme where you move with keyboard and aim with the mouse, but here, I wish there was some code to make it face where it's going and only turn to mouse pointer when firing (I guess with some after delay since firing can take only a frame). Thought I understand it would complicate the code a fair bit.
As with half the entries in LD, I wish you'd have added arrow key support (I have an AZERTY keyboard!!), but at least, for löve projects, I can add them myself.
I can't help but only list only negatives, but it was actually a nice entry. The graphics are cute, effort was taken to follow the theme, the game is polished and feels whole.
How did you even create the monkey cry?
I just wanted to let you know that your game made it into my list of top 10 games for LD32!
https://love2d.org/forums/viewtopic.php?f=3&t=80063&p=183180#p183180
Thanks! :D
Really nice mechanic, and creative use of various non-weapons. The path-finding (of the enemies) was pretty good too! Some of the hit detection (picking up stuff) was a little hard to grasp; maybe flash the objects you can interact with when you get close enough? Great game!
took me a while to see that the banana would kill a bear :P
great game, played to the end :)
Thanks for the lovely comments :)
Huge game and very nice art direction. Also the great leveldesign. Adding the tips directly into the game is a choice i also prefer.
@SiENce Thanks! I also feel that it's way prettier when tutorials fit seemlessly in the environment of a game.
The mouse look being entirely independent of WASD movement direction felt unconventional, but I was able to mostly get used to it. The lack of wall slide, especially against foliage, was less easy to adapt to. (It might have just been a high degree of wall friction, but the result was the same.)
Made it past one bear with the bananas, though I wasn't sure how non-thrown bananas caused damage. Nor did I have any clue at first if I was actually making progress against the bear, or if I was simply stunning him, and he'd always wake back up and attack. A health meter, or maybe at least some audibly changing indicator might have helped with that. But I stuck with the banana approach and then saw that he poofed out of existence.
Also damaged a second bear using an angry radish. It was convenient to have had a room where I could grow the radishes with water, so I at least knew that mechanic, but it took getting to the next room with the bear to have any clue what the point of watering radishes was. I was hoping they'd give me health, because I lost a lot experimenting with that first bear. Ultimately, I failed to defeat the bear with the radish because the only source of water was very inconveniently located in a dead-end. If it had been in a loop, I would have had a better opportunity to experiment.
Great job! Awesome art and music! I was a bit lost in the beginning though.. I thought the banana only stunned the beast, and don't quite understand what the detonator is for xp
@Andy Gainy, Collision (especially foilage) is a known issue. We tried to make as much tutorials as possible, if it really seems necessary to make a health bar, we'll do that.
The biting plants level isn't that difficult to complete, but then again, you aren't supposed to finish this game in one go either, it's supposed to be a puzzle.
@nihilaleph: Thanks for the compliment :) Regarding the stunning, we get that a lot, maybe we should make it more clear that it also hurts the beast. The detonator is for deleting your savefile, but it's a known issue that it doesn't work.
The matador style badger fights are great