FoonLudum Dare ExplorerLD34 → Sky 1513

Sky 1513

By vedmich

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CategoryRankScoreCount
Coolness350
Theme384.32
Graphics404.56
Innovation703.88
Mood2543.56
Overall2613.60
Fun4793.20

Comments

wilsk 2015-12-15 07:39

A very nice looking game with a peaceful but challenging mechanic. Fun.

vedmich 2015-12-15 11:38

Developed by
Oxiten, Happanda, Vedmich
:)

chaoscult 2015-12-15 14:38

Nice visuals, great mechanic, good take on the theme.
The tutorial could use a lot of work, though.

zenmumbler 2015-12-15 23:44

Nice looking. A soothing soundtrack would've been great with this one.

ninjascript 2015-12-15 23:47

Great music and atmosphere. Wish I could rate you on audio!

coldman 2015-12-15 23:48

I like the idea, it could be realy fun ! Yet it is hard to see where does the rock fall.

fxtagn 2015-12-15 23:48

Point of view is a bit challenging. The speed of tips scrolling is too fast. Nice art and style. Finally, this entry looks like good starting point to produce nice logic game for wide-than-LD public!

capitals 2015-12-16 00:54

I used the windows version as I'm using google chrome. Could you try and get a webGL version out? The game crashed after I built the first barrier. Game looked pretty and played nicely. However it did need more polish on timings.

indie-l 2015-12-16 00:57

Nice game,very interesting!

zkenshin 2015-12-16 01:03

Downloaded the Windows version, but after a few seconds I'd receive a blue screen and it was unplayable. This happened after the menu showed up, whether I hit play or not.

Running on 64-bit Windows 10

powerspark 2015-12-16 01:13

Really challenging but awesome concept!

kostak 2015-12-16 19:16

Great concept I love it.

nirabazgames 2015-12-17 17:29

Good mechanics. A very attractive graphics and sustained style.

ancient_pixel 2015-12-18 13:01

The theme is well implemented in this one and the graphics are great, but i got really annoyed of not knowing why sometimes a colour got or got not into a place at my perimeter, its really difficult to figure out if it hits the field nearest or furthest to you, maybe you can fix this with shading the ones that are further away because i destroyed islands i thought would be right on spot and this ruined my otherwise, calming and meditative experiance. Loosing to the game instead my skill doesnt feel right. I hope you continue developing this, it has great potential!

otiose-ent 2015-12-19 12:16

The game looks great and it is a cool concept, but It is very hard to see where the blocks will come down

weeping-rupee 2015-12-21 06:00

80th percentile, definitely. I played this one for far longer than I played most ludum games just because I became so attached to that little floating island.

Great twist on classic mechanics, if this concept exists elsewhere I havent seen it.



My criticisms:
-I wasnt sure right off between the green and yellow tiles, mixed them up quite a bit but that might be my visual acuity or a color constancy problem psychologically.
-Wish the rocks fell slightly faster at least to start with because there is no tutorial
-I am still not sure about the falling comets because at timers theres no way to avoid them you just have to decide which piece of upgraded land (if you have any) takes damage/gets destroyed. This is kinda cool because its like this unavoidable thing but the player still has choice... but the consequences are all negative. Maybe thats okay though, I havent decided where I fall on that yet (pun intended!)

Nice work. Seriously.

solifuge 2015-12-21 06:19

Remember seeing this game while doing an update post, but I forgot to save a link. Glad I stumbled on it again. Beautiful artwork, and nice use of the limited controls!

The game presented some nice puzzle-style gameplay, with strategic choices, but one aspect of the design really rubbed me the wrong way; The meteors. I really like the idea of a shard that damages what it hits, and even one that nukes a whole ring if it hits the Barrier, but having it destroy a whole hex regardless of level breaks so much of the existing gameplay. It makes players helpless, and takes away a meaningful choice they could be making: "Do I have a position where it'll hit a Level 2 Hex that wouldn't be destroyed?" It also negates clever play to build up as many level 2+ Hexes as possible. Basically, if Meteors destroy rather than damage the Hex it hits, players are absolutely helpless; their only choice is how to lose, which is REALLY frustrating in a puzzle-type game.

It also might be worthwhile to let you shift the island one hex Right or Left in addition to rotation (Say, hold the left or right button to shift it while held or something); there were always Shards 1 tile too far away for a given size (might be an off-by-one error in the source?), and it would also potentially enable players more flexibility in positioning their island, and less frustrating time spent waiting for just the right Shard in just the right spot.

Critique aside, it's a really beautiful game, with some gameplay I've never seen before. You could expand on this; it seems like a pretty good fit for Mobile, etc.

Thanks for putting this together!

vedmich 2015-12-21 11:43

Thanks everyone for your feedback! Your words are greatly inspirational and, moreover, very useful for us!

We have some issues obviously (like bad transparency for shards landing and meteors), so we will polish the game further.

We'll keep you updated here and provide you with new versions as work progress :)

mshopf 2016-01-05 00:54

I really like the graphics and mood, but I also don't understand when a tile does what. I even didn't have a barrier at all after a while, still, some tiles grew the island, others destroyed tiles even though tiles of same color where nearby. Weird.