adroitconceptions 2017-04-23 21:00
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Foon → Ludum Dare Explorer → LD38 → Glade in the Sky
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 394 | 3.03 | 35 | |
| Fun | 413 | 2.75 | 35 | |
| Innovation | 465 | 2.51 | 35 | |
| Theme | 463 | 2.69 | 35 | |
| Graphics | 418 | 2.75 | 35 | |
| Audio | 343 | 2.48 | 31 | |
| Humor | 2 | |||
| Mood | 346 | 2.90 | 32 |
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The download link is not working for me =/
@OWlverlord, URL is valid, the 'link generator' is breaking the link. Will need to copy/paste the link to access it.
edit - I found a way to get a valid URL that isn't being broke by the website.
Nice little game - when I finally made it back to my Glade I must admit that I didn't realise that I had finished - perhaps an end screen would help? However, the game mechanic is all good and working. Reminds me a little of Kororinpa (but without the rolling - obviously!). Nice work!
An acceptable platforming puzzle. I feel like I cheated with the moving boxes problem by walking on the roof, but then again I guess that is just thinking outside of the box.
Having to climb the same ladders three times in the challenge on the right was a bit boring.
Neat graphics. The audio has a lot of hiss and static, distractingly so.
Fine job overall.
@richard-michael-smith Thanks for the feedback. Yes, a better ending would have been nice.
@hovaakoodia Thanks for the feedback. Yes, I left in a few things like that for outside the box thinking. I probably need a better mic and speakers for doing the folly work. The static/hiss in the footsteps, I didn't notice until playing after the submission.
@jason-kennedy Decent plat-former. Nice range of mechanics. Camera felt a little disorientating when trying to navigate around corners. Good entry though!
Just came back to give my ratings.
I found it really difficult to tell where my character was related to the platforms. Also the second puzzle can be completely bypassed by jumping the gap. Overall it's a great start for a game.
Exceptional level design and idea! I finished the game, not whithout hard try. Foot sound suited the ambiance. One of my favorite LDs entry!
I don't like that it automatically linked to my Google account. I guess that is the peril of keeping Google logged in on the same browser profile as I'm judging LD entries.
Interesting platforming, although it felt like the second level was doing too much too quickly, and it was quite punishing if you fell off early. Cool sounds effects and models!
Some interesting puzzles. Did not like that I had to start all the way back at the beginning of level 1 when I died Liked the clarity of picking up the purple gems and putting them into the place I liked that the levels scaled up nicely from tutorial => easy => harder Wish it was easier to tell perspective. Without any lights or depth to the scene it was hard sometimes to see that two platforms were actually at radically different distances from the camera.
@reactor-scram, that must be the google drive share effect as it was't anything I tried to make happen.
@candlesan. If I was to redo things, I would probably have used taller blocks which would have helped with the perspective.. or at least put some vertical lines in the areas that had drop off. There was a directional light and shadow casters setup in the game. I know when I was testing, if a 'faster' speed was chosen in the opening dialog box, it does turn them off.
Good effort! But no checkpoint, ouch! After few tries I gave up.
Nice game! But a bit hard. Although I persevered and made it to the end.
This was a great idea for a puzzle game. I think having it restart on the level you got to would be a nice touch though, and maybe some ambient music or something although the hollow echo of the footsteps gave it an interesting mood.
Cool little puzzler. I found it too easy to fall of the edge.
Short and easy but has some nice puzzles and ideas.
That was a pretty hard puzzle game! The puzzles were varied, and for the most part interesting. The duration of the "falling to your death" animation was perhaps a bit too long, considering how many times it happens *cough*. On a personal note, I did not like the combination of having to starting over completely after a failure, combined with trial-and-error-puzzles which can leave you in a failure state (e.g. the "falling path"), as most of the puzzles were rather tedious to repeat once solved. Perhaps each solved gem could count as some sort of checkpoint?
I really liked the presentation! The art was clear, yet abstract enough to give the game a unique look, and the footsteps did a good job of adding to the atmosphere. The game conveyed a feeling of navigating harrowingly narrow platforms floating in an otherwise empty void.
This was a quite impressive game for a compo game, especially since it's your first.
>Solid ground is just... >a matter of perspective. >Falling death is real.
I couldn't get too far due to how punishing it was, but it seemed solid from what I played, and the mechanics all seemed to work as intended. I would recommend some sort of checkpoint system.
This game has got a one big problem. You can basically the whole game by just jumping over the gap before exit. That obvious exploit makes the game completely unfun. Not to mention the lack of dedicated restart button, which would help in mitigating frustration from dying.
Great job! I'll start with what I think could be improved: - A quick-restart option, or a faster death animation would make it easier to get back into the action. - Some more clarity on the heights of platforms would help the player judge if they can actually make a jump or not. - I know everyone else mentioned this, but as soon as I got to the second puzzle I immediately cheesed it by jumping the gap.
What I liked a lot
- Very cool 2nd puzzle. Planning where I was going to use the gems was very rewarding. - I liked the blocky art style a lot. It fit the "empty" vibe the game was giving off, which I thought was cool. - I think it's fine without music. I like the mood it sets, especially with the stars in the background. That, coupled with how shiny everything is makes it feel very "out of this world".
Nice work!
@somnium thanks for the feedback.
@makiki99 I was wondering how long it would take for someone to find that... I had all the jumps worked out to make sure you couldn't do that... then when I let my kids playtest, they complained that the jumps you should be able to make were to hard.. I made a small change to the jump (movement speed and height) and it made it so you could bypass the gap. I didn't even think to check until my 6 yr old said, 'can you jump that?' .. I ended up leaving it in to see if it would even be notice.
Good catch there.
On the 'check points' that many have commented on.. definitely something will look at if I do a game like this again for a compo. Probably watched to much darksouls on extra credits and had gotten used to the 'get good' mentality + knowing the puzzle answers myself. Given the length of the game, I didn't see the restart from the beginning to be such an issue, but perhaps I was wrong...
Good job! I think some fine tuning the positioning of the player on the platforms would be beneficial, since sometimes it looked like I was floating in space. I also think not adding music was the right idea, too - it contributed to the empty atmosphere very nicely. Well done!
A small end game message would have been nice. Getting the amethyst was challenging and the controls were very nicely done. All and all a good solid effort!
Fun little game. I had no problems with it having no checkpoints, the first level is very short and you can chose the path that's difficult for you in the second level and do it first anyway.
By the way, there's a way to cheat the second level I think. If you go south and jump over every other falling platform, you can get the gem at the end and not use it in a nearby socket, but carry with you back to the beginning of the level by jumping on the platforms that are left.
I'm also not sure what's the intended way to beat the left path. I just jumped over the whole thing on my way there and on the way back was spamming right and jump and usually it pushed me off the platform but I jumped and it saved me.
Collisions are hard to get correctly, but that was fine for me, because physics are really forgiving and it's hard no fall down by accident.
Nice job overall!
Good combination of puzzles and I like that people here are sharing ways to "cheat" the puzzles. The main character could have used a shadow to make it easier to judge when you are above something, and jumping puzzles in 3D games are a pet peeve of mine in general because it's very hard to judge distances without lots of additional cues (lots of games do it though).
Some checkpointing would have been nice, since it was pretty frustrating to start from scratch after making a single mistake. That said, the game isn't so long that it's a huge problem.
Oddly enough, I didn't even realize it was possible to jump until I was on the way to the final crystal and ended up stuck in a situation where without jump the game is not completable :stuck_out_tongue:
Was kind of fun to go back and try out the "cheats" other players mentioned above, though.
Great game! I really had fun. I kinda felt like Indiana Jones with the ground crumbling under me and thoses moving boxes. The movement felt great, except maybe when I was pushed by the boxes my movement became jerky.
I liked the simple graphics, even though I think the game was a bit too dark but that's probably subjective.
My main concern was the depth perception. I played on "fantastic" settings, but I still had a hard time navigating between the platforms. I'm not sure why; maybe it was the dark background, the perspective, the thin platforms or maybe a blob shadow - as some others have said - would have been better.
Overall, really fun game with a great length for the Compo! For your first Ludum Dare it is especially impressive. I hope you keep working on it!
Nice platformer puzzle.
Moments I like: - Low poly style and models - Open a lock to get another lock trick -- it works well here - Level design where player always can see his goal, but it is unreachable. Multiple paths.
Moments I doubt: - Exploit is still reproducable (see: https://static.jam.vg/raw/2e1/z/4106.gif) - Character is able to jump over the boxes too, just spam 'jump' while being pushed by a box. - Skybox is not perfect, although it is better than a comlete darkness.
Thank you!
The levels are short but it's pretty nicely designed! Enjoy it!~
I thought the game controlled pretty smoothly. The graphics were simple, but clear. A fake shadow under my character's feet would have helped the platforming experience a lot in my opinion.
@citsua, I think I figured out what made the movement jerky around the moving blocks. Unity has 2 different types of updates. One for physics and one for screen refresh. When trying to create some more things to play with (moving platforms that you ride), I figured out an issue with moving physics objects not during the physics update which I suspect is the issue.