linus123xbb 2016-08-30 15:46
The animations were really nice. It was a bit hard to see where to go though. I got stuck after the third room, nothing happen after I picked up the key.
Foon → Ludum Dare Explorer → LD36 → The Great Sphinx Pyramid
By sunflower
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The animations were really nice. It was a bit hard to see where to go though. I got stuck after the third room, nothing happen after I picked up the key.
Oh my god the final room had me stumped for about 20 mins! I enjoyed it quite a lot, I do enjoy the odd block puzzle, I was in to the dialog in it, I like the derpy sphinx too much probs.
I think maybe some kind of diagonal arrow to communicate diagonal jumps are possible would help perhaps? All in all good job.
Just to clarify I played the post jam version.
Reminds me of some isometric tests I had to take in the past, trying to interpret 3D on 2D. I think it's a great concept.
The design reminds me marble madness.
The idea is interesting. You try toplay with different level of plateform in the last room.
It's a good work since it was done during a jam!
Congrats!
[I played the post-jam version] I really like these kind of puzzles. The last level was quite challenging (surprisingly so given the previous levels). Sometimes it was hard to recognize which height a block was on and sometimes half of the ball was hidden in stairs but generally I liked the art. As others said telling the player that he could jump diagonally would have been helpful. Also sometimes when I tried to jump on a box the game wouldnt let me and I had to walk away from the ledge a bit. Even with these small problems I really enjoyed my time playing the game.
Good concept it does remind me of an old puzzle game, but good puzzles and animations well done
I played the post-jam, the game is really nice and interesting, but I think the perspective need some improvements, I had some difficulties knowing where I could or couldn't go especially when you added the jump ability. Good game thought keep working :)
I played both versions.
I generally like the idea. I also like the general aesthetic. I think you needed some more contrast between the different height levels, or perhaps a more defined edge around the edges of each level, because I struggled with that slightly.
That last puzzle in the post-Jam version was great. I was stuck for ages before I realised it was my first few moves that were messing me up. It was pretty satisfying to solve. :-)
It was fun. I found graphics originals, they are not a simple drawing, they are not tile, they are made for this game with depth and all.
Puzzle were good. The last one is the best one.
It lacks a little contrast sometimes. And sound.
The text is nice too.
The last level was right level of difficulty i expect from puzzles although even if you new what to do you could fuck up easily by accidentally pushing wrong column i would prefer some kind of snapping to center of tile after each move. Grate game
Good puzzle, hard to differentiate the different heights though..
Played the Post-Jam version. Just plain cannot figure out the room with the three pushable columns. ^_^; Other than that, great concept, but I agree some things need to be indicated better (and you need to fix that glitch where the player half-phases through the stairs).
Telling the heights apart was pretty difficult, but I got used to it. Other than that, I really liked it. This is definitely the best puzzle game I've seen this LD. I loved the dialogue and the difficulty was great, especially on the last level.
Great game, reminds of older block pushing puzzle games like Paganitzu and Rescue Rover. The last level took me longer to beat than I'd like to admit, and I felt like a complete idiot once I had figured out how. This is generally a sign of a good puzzle. Had some graphical glitches when on stairs or behind walls, and had trouble at first figuring out you could jump diagonally.
[postjam] Yes, the final room took a lot of time, but mostly because the fact that diagonal jumping only apply some of the time. And because it wasn't very logical which case you can jump diagonally or not, I just ended up restarting... In the end, I didn't even need those diagonal jumps for that room...
Fun puzzle game! It was hard telling how high everything was. I think it's because of the thick lines on the blocks. I would've loved to have some sound and or music. Solid entry nonetheless, had fun. :)
Thanks for the feedback, everyone. Glad that you generally seem to enjoy the dialogue, and the last puzzle (which is the first "real" puzzle there). ^^
I admit that the game at the moment isn't particularly polished (which shows e.g. with the stairs bug). Generally, this Jam I focused more on some very specific set of features (including the jumping, the blocks and some other things that haven't made it to the game proper), to check if I could pull them off. I might need to think more about how to handle the unclear blocks height (maybe having the walls and floors autoconnected to a single whole, rather than being drawn as a grid of fields, would help already?).
As for diagonal jumping, I hoped the level design would make it clear enough that jumping diagonally is the only option, but maybe I was wrong...? Also, I acknowledge the point of @g12345 that there's an issue with jump being possible only at some times. Generally, right now it's like "try moving in a given direction or one of neighbouring ones, if not possible, jump", which means in some cases a technically valid jump is impossible to pull off. I'll need to handle jumping better, too...
I only played the LD version so it was a bit short. But I think it's a good basis to build more complicated levels. You probably need a few more mechanics but I think you can do interesting things with the perspective. Good job.
Played the post-LD version, nothing much to add except that maybe having tile-based movement for the character could help with the diagonal jumping issue and make the stair clipping issue easier to fix. It would probably make the game feel even more clean and sturdy than it already is too, but that might be because I love old school tile based action-puzzle games such as Adventure of Lolo or Little Magic.
I didn't figure out the sixth level :(. The problem-solving process for it felt very good, though. Movement would feel cleaner if the sphere actually behaved like a sphere for collision (i.e. if you try to walk into a narrow hall but you're a little offset, it would push you over to line you up with the hall).
wow nice game design, visual illusion and good levels.
Pretty cool puzzle game, though that sixth level is quite the difficulty spike. I did end up beating it after reading daveh's post and realizing my first moves were also wrong.
As others have said, it can be rather hard to tell apart the different height levels. Maybe if the perspective was rotated a bit to appear more isometric, but I guess that might be a big adjustment.
Also, agreed with Rico that game would play better with tile-based movement.
Solid entry overall, good work.
great level design, all of it was great except 2 things:
perspective
difficulty (too hard)
other than that it was great!
I had some trouble understanding the view and depth. I guess it's mostly because of the grid lines - in isometric view with depth you'd normally have no grid lines or very light grid lines on the same surface height, to help differentiate. While the color helped, it wasn't enough and the perspective took away from what is otherwise a good puzzle game. Has a difficulty spike midway, but it's a jam so that's excused. Good stuff! (Played the post-jam version, just to be clear.)
Very interesting design! Same as already stated: it's kinda difficult to see perspective; the last (and "real") puzzle was nice; had difficulty realizing that I can jump diagonally.
Dialogues were fun ^^, reminded me of GLaDOS (though the orb does reply). Controls felt nice too! Though I think autoconnect floors and walls would help to see the height, I wonder how it would look in an isometric view.
Great work~!
PS: I played through the post-jam version.
Ah, uh, thanks for the feedback, everyone.
...I've been taking part in a week-long challenge recently, and it appears now that I've got some other game idea that doesn't involve that many layers and should be clearer in its presentation, so I'll probably focus on that one instead. I might or might not come back to this project later, we'll see...
(for the record, you can check the prototype of the other game here: https://www.dropbox.com/sh/f222gspc505xmkw/AAAaSwJtYRx-bjeb1OBvGLhIa/OSG%20Timely%20Entries%20-%20ZIP%20Archives/Alice%20-%20juegOS.zip?dl=1 )