rantt 2016-04-19 02:00
I like the art style, good puzzles and even a boss battle at the end. Very impressive. She seamed to stick (like not jump to full height) if you jumped to close to the lip of an edge, like on stairs. Fun game, great job!
Foon → Ludum Dare Explorer → LD35 → Those Aren't Stars
By gtron
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 57 | ||
| Graphics | 210 | 3.60 | ||
| Audio | 263 | 3.14 | ||
| Overall | 273 | 3.43 | ||
| Theme | 339 | 3.55 | ||
| Fun | 366 | 3.28 | ||
| Innovation | 520 | 3.03 |
I like the art style, good puzzles and even a boss battle at the end. Very impressive. She seamed to stick (like not jump to full height) if you jumped to close to the lip of an edge, like on stairs. Fun game, great job!
Cool gameplay and princess!! Moving plaform are a little bit boring ! Good job ! :)
Really cute graphics and animations plus impressive visual effects! Fairly solid game play too. Decent length and level variety, and a surprisingly varied boss battle. You used your 48 hours well :D
I did find one glitch: Bree's health bar didn't seem to visually update during the Radiance fight. So I did not know how close to dying I was. Still managed to win though :)
Cute concept, but buggy collisions and pointless "waiting game" sections detract from the experience.
I'm on a mac and was unable to play it. i could jump, but thats about it. moving forward was painful. but it looked good, and reading the other comments it sounds cool! I'll try again in a bit.
tasteless, if you don't mind sharing, what control scheme were you using? The keyboard controls were implemented nearly at the last minute. For me at least, the left and right keys work, as do the z,x,c and q,w,e keys for actions (I think I forgot to map the up arrow to jump...). I actually developed this on a mac, so I'm a little concerned that a fellow mac user is having problems.
loved the music. I couldn't get passed that spike pit but everything else felt great
Ok, I really like the mechanics and concepts of the game, but I think there are too many glaring bugs and design problems to make it actually enjoyable. You have way too much life and I've never died once in the whole game because I ran out of it. The platforms took way too long to appear and I thought I had to jump over the spikes. On one occasion you had to fall off from one cliff and on the next fall off there were spikes, which is just tricking the player into dying. You get stuck in walls after jumping and you slide on the moving platforms. Also, turning into stone is not really responsive and requires a few seconds.
I think the stone turning mechanic and graphics are great and so is the music. I am just pointing out these things because these are rather simple to adjust in a post compo version and I think you should do so because the base game is really fun!
Definitely cute with charm to spare, but moving platforms take ages. Also some sounds are obnoxiously loud such as the death blip. Other than that I found the game to be quite enjoyable.
I enjoyed switching between forms to avoid damage/drop through air currents or ride them up. Some of the platforms were awkwardly placed though, made jumping up between them in a few spots sort of difficult, and I don't know if it was intentional but the way the character sticks to the wall when you jump into it made going up the stair structures a little frustrating. Overall pretty fun!
That was pretty fun and everything seemed to work together pretty well.
One gripe, though, the jump arc of Bree and her wall-stickiness could be really annoying during the platforming parts. I got caught on so many corners it was pretty frustrating.
The boss fight with Radiance was nice, but the health bars kept resetting so I wouldn't know how much damage either of us had taken until we got hit, but then mine stopped updating altogether, so I'm not sure if I almost died or if she stopped doing damage at some point.
Also, when you first introduce an element like a floating platform, it might be a good idea to either a) have it start near the player and move away when they get there or b) have some sort of visual indicator that something is there and it might be coming towards you. I didn't even know the platform was there until I tried several jump to statue sequences and it happened to fly over my head while I was pondering what to do.
The graphics were nice and the gameplay was pretty fun despite the glitchy collision with corners and the platforms. I could see some really interesting wind column + statue obstacles in a future version.
very cool game man ! )
Like others have already said, there are some issues with sticking to walls/platforms, really loud sfx, moving platforms that you don't know even exist, and resetting HP bars in the boss fight. These are definitely things you should look into fixing, so you can release a post-compo version that's pretty fun.
All that said though, there are several stages in the game and even a boss fight mixed in, which is quite impressive for a compo submission! Graphics and audio are nice too. I became curious about the possible story though, like who Bree is, why a statue transformation, why the firework-shooting enemies are trying to kill you, and who is the boss. Consider an expanded version in the future with story, more polish and more levels, and you've got a great thing here.
This is really cool. Combining character switching with shooting is really inventive and fun. And I like how characters react to nearby bullets. Really impressive work. Nice job!
Pretty good! I was unable to get past the second moving platform over spikes level though, kept on trying and kept on getting stuck on one wall or another and never making it onto the landing :(. Quite liked visuals.
I really liked it. Very well done, graphics and music are great, but controls are quiet irresponsible
The characters are just adorable, and the style is simple but classy! All the problems I encountered have been detailed above, so there's no need for me to repeat them. For a 48 hour game, this is quite impressive!
All 5!
Though i'd work on a collision issue where the player gets sticky when jumping towards a wall
All and all i really like this entry! keep up the good work :)
Nice work! Lots of levels and great that you even managed to get a boss fight in there. Also, nice art for the characters. I didn't actually realise I could shoot until I got to the boss... that's probably my own fault for not reading the help page. However, it does show that you can basically just ignore the enemies because they do so little damage. Sticking to the edges of the platforms made jumping around quite difficult and is actually what made me get hit more by enemies. Also, agreed with the others about the moving platforms being too slow - I had to read the comments before I even realised there was a moving platform there - I kept trying to figure out how I would get across the spikes some other way. In general, really good work though.
Can't go threw the second level . I stay stuck on the blue smoke.
Great artwork and sound (except for some sfx, they were a bit obnoxious)! Cool mechanic too! I really liked the character and the boss too!
Well, it does has its flaws, like already pointed out, sticky walls, slow platforms (and no indication of them), a bit unresponsive to turn into stone, too much life, stone transformation is much more useful in late game. But those things you can fix, and you will have a very nice game! I'll look for your post-compo later!
Great work!