calmkai 2015-12-15 03:15
Fun!!!!!!!!!!!!!!!
Foon → Ludum Dare Explorer → LD34 → S(p)eed
By dayko
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 19 | 4.24 | ||
| Fun | 20 | 4.13 | ||
| Theme | 15 | 4.50 | ||
| Coolness | 2 | 75 | ||
| Mood | 35 | 4.21 | ||
| Audio | 48 | 4.09 | ||
| Graphics | 77 | 4.37 | ||
| Innovation | 164 | 3.66 | ||
| Humor | 666 | 2.37 |
Fun!!!!!!!!!!!!!!!
The stills look great and I'd love to give it a try but I don't have Windows. Think you can export it to other platforms?
Nice entry. Gets challenging though, but great work.
Very cool! The mechanics is simple but sooo efficient! The gamefeel is awesome: I love how the plant grows and divides itself. I also love the fact that you can still see your previous tries in the background. The audio is pretty good too! The only thing... I think it's too difficult! At least for me! And is it me or the level is looping?
Pretty cool design for the plant, well done !
Very good Game. Its fun to play and stays challenging. Nice work
Great! Loved the touch of adding previous tries to the background art.
Awesome Graphics! Awesome mechanics! Awesome Gameplay! Awesome Sound! Only Thing that I can think of improving is the difficulty, i felt like at some points it was a bit too hard! But I Really enjoyed this a lot! Keep up this awesome work people!
Incredible game! well done! I think that this would be a great game for phones and tablets. :)
I LOVE IT. I LOVE IT. I LOVE IT. I LOVE IT. I LOVE IT.
Add a score and this will be perfect!
One of the best entry I have seen so far
Good mood with the visuals and music. C64 style sound effects are nice too. Love the colour hue changes as the vines grow. Very nicely done!
really fun, love the mood, right amount of challenge, pretty good game, congrats.
Really fun game, the movement feels very smooth :)
And I like how the plants turn brown and stay from your previous runs.
Excellent fun. And difficult!! Thanks for the game :D
Really fun and engaging. Makes you hone your skills to succeed. My chief complaint is that every single second you split and your path gets altered ~30 degrees. This makes navigating a chore and a lot of unfair deaths in tight corners. Overall still a really solid game!
very nice, could do with a score counter and a listed high score. The plant splitting off into multiple parts made the game much harder which I'm guessing was intentional and works really well. Graphics and Audio were very nice and fitted well. Great Work!
Thanks everyone for your feedbacks !
@OneiricWorlds : The level is just a random succession of predetermined rooms, so if you're unlucky it can be 20 times the hardest room... sorry for that !
@Dining Philosopher : Done ! Mac & Linux builds are online on itch.io ... untested though
nice game!
This game looks amazing, is fast paced, fun, and sets the right mood with its background music.
I especially liked that dead vines from previous runs remain in the background.
Wow really good game feel and mood! The game is hard and fun; well done!
This is epic! Congratulations on the entry!
similar to my entry, I really like the graphics and the overall mood, but the minimalistic active plant style doesnt quite fit to the 3d world around you. It is also very cool that your old plants stay in the background. Overall great job!
Great game! From the screenshots I was expecting a “Flower” mood to it, but it’s actually a lot more fast-paced. The difficulty may be a bit unjust (but I see you already explained why in a comment above).
Life finds a way. Well done
Very good! The graphics are beautiful, the controls handle well, the music suits the mood perfectly, and the whole affair feels very polished. At first, I thought the plant multiplying into several stalks was going to make the game too easy (as it seems like, whenever you crash, there'll always be one surviving stalk), but I found that when the area of stalks you're concentrating on crashes, you have to quickly shift focus to another area of stalks, which makes for an interesting challenge.
The one thing that feels missing is a sense of progression. In other words, it seems like the game is supposed to be about seeing how far you can go, but there's little indication of how far the player has come, nor any particular reward for getting further and further (at least, as far as I got- I got a few checkpoints in before it got too difficult, generated a new level, and found the difficulty about the same). As such, my only motivation to keep going (aside from the general quality of the game) was the implication in the description on this page that there was eventually a surface to be reached (though I have no idea how close I ever got to it).
I see a couple of other people suggested including a score counter- that's one way to do it, though I think they're assuming the game is endless. Assuming I'm right that the game has an end point (reaching the surface), then a similar method of tracking the player's progress could be a slider that slowly moves up as the player gets closer to the surface. Either method would be an indicator of how well the player is doing that would motivate them to keep going. However, I think the game's lack of GUI elements is something worth holding on to (it really enhances the mood), and that you could achieve this effect a bit more subtly. Perhaps the cave should change appearance as you get closer to the surface- more sunlight gets through, moss starts to appear, that sort of thing. Maybe you could also take advantage of the parallax effect by putting large, distant objects in the background as landmarks for the player to slowly move past, such as more cave openings, underwater lakes, or even ancient underground temples and stuff.
Also, a far more minor note: the instructions should mention that Esc is the pause button- I had to do a little hunting for it (I tried Enter and Space first).
At any rate, I really enjoyed this. Good work!
@Gjarble : Thanks a lot for this big feedback :) You're totally right about the lack of indications for progression, it doesn't encourage at all to reach the end and that's a shame. As there is a fixed number of checkpoints, we could modify the environment at each checkpoints, or add a decreasing counter of meters before the surface is reached, they are many ways indeed.
Anyway, thanks for your time, we'll definitely consider this aspect of things if we attempt a post compo version :)
Yay! This game is super cool! Good fun, nice graphics, lots of nice organic movements going on and it all just feels really nice to play, cool effects on the display of previous attempts to boot :P
Very nice!
Some very minor nitpicks:
- Your camera algorithm causes the view to pinch in a bit whenever a split happens, which is a bit jarring when it happens so regularly.
- As you go on the speed increases, which I think is great, but you may want to also try zooming the view out as well, so that it's still all about tight timing of left & right, rather than being limited by reaction time to the upcoming obstacles (or worse, being forced to memorize).
Eh, yeah, there is no development or progression past the initial set of mechanics, but I won't fault you guys for that; this is LD after all =)
The background branches marking your previous paths were totally unnecessary but had a beautiful impact visually; props on that.
this the best take on this idea that I've seen and with the most polish