FoonLudum Dare ExplorerLD38 → Yume Trip

Yume Trip

By Andre Micheletti, raphamass, mend and hygor.gomes

View on ldjam.com

CategoryRankScoreCount
Overall2613.5721
Fun3833.1521
Innovation5362.8421
Theme3933.4221
Graphics1674.1021
Audio274.2220
Humor2123.1119
Mood2233.5520

Comments

laguna 2017-05-05 16:32

That's a very nice game. The graphics are neat and I really like the soundtrack. There are some minor issues with movement/fighting, as some move directions are preferred. It would have been nice to walk diagonally. Fighting upwards/downwards is much more easy due to the sword only appearing above/below yume. Aside from that, the animations are really cute and there went quite some time into polish, like pushback on the enemies and the effects when the monsters die. The variety of the four landscapes feels nice, although it contradicts the small world theme a little but (but no downvote here, because I liked the four element idea).

andre-micheletti 2017-05-16 18:44

Nice! thanks for the detailed feedback! We didn't had time to implement the side directions, so that was one of the things we had to cut off.

stending 2017-05-16 19:26

Wow, this game is really cool! Audio and Visual are really perfect, top notch for a LudumDare! The game itself is pretty solid, though I had some problems with the control and the little lack of feedbacks (No idea when a monster get hit, etc...)

But for a 72h game that's still great!

Great entry anyway, good luck for the next!

PS : I see that you don't have the 20 ratings to be ranked, I hope you'll get them before tomorrow! Keep voting for games and comments to be more visible! =)

juri 2017-05-16 19:31

Hi there,

I enjoyed this, fun little game. Very nice graphics, haven't even tried pixel art myself but then I'm no artist. Soundtrack was nice too.

In the south area I had a little trouble getting across the horizontal bridges - seemed rather narrow that way?

In the north area seemed you may want some sort of mechanic to reduce the players attack range as fighting there was trivial considering the enemies paved straight towards you and inevitably just loitered just within your weapons range.

Although at first it irked me I actually kinda liked only the up and down attacks by the end. Gave the combat a strange almost jousting-like flow...

Idle wonder - are you guys familiar with Yume-Dream by Rosalarian?

But yes, nice little game. If you get a chance to swing by ours for some ratings that would be appreciated :)

andre-micheletti 2017-05-17 09:41

Thanks guys for the feedback!

No, never heard of Yume-Dream by Rosalarian. Is it a book?

I really enjoyed all your precious feedback, make us feel proud of what we done and motivated to do best next time! For sure I'll swing by our games!

slueta 2017-05-17 14:48

Hi, this is a nice short game. Very attractive graphics and sound. With more polishing in movement (lateral animation) and fighting it will be even better. A feedback when you try to open chest but there are still enemies alive would be useful too. Congrats for delivering a full experience. If you have the opportunity, take a look and rate my game: https://ldjam.com/events/ludum-dare/38/nukeball

ricardo-morastico 2017-05-17 15:09

nice sound from the game. When you change the "map", the sound abruptly stops and restart. Inside the game, i could not find the "story" or what is happening with the player and why he is there. I like some background store, it helps me get more involved in the game. besides that, nice work

danhett 2017-05-17 15:45

this is adorable, lovely work!

moski 2017-05-17 16:24

Well, I played the game, and while it has a superb presentation of graphics and audio, it has sharp corners in many other places. Given the time constrain, that's mostly a given, so, in case you do decided to try a project like this in the future, focus a bit more on functionality and giving the player a more satisfying gaming experience.

I like looking at what the other artists did with their work (since I did the art for our game), and this one has good pixel art. That it's actually animted is a plus, since many submissions around here do less given the limited time they have to work with. The pixel art is great, specially the main character's. However, the mobility also highlights the missing sprites from looking left and right. If I could give a suggestion on this regard, if you absolutely can't make the 4 directions in time, make left and right instead of up and down. Side-scroller-esque looks better when moving up and down, and here, looking up with 3 of the 4 directional movements was a bit messy. Regardless, credit where credit is due. Having 4 very different looking maps and having make them look good in this little time is no easy feat. Good work!

The audio was great. I have not much to say in this regard. Give yourselves a pat in the back. You deserve it! :)

Well, the gameplay itself is functional, but not very thrilling. Only being able to attack up and down is problematic, specially in the east and west maps, where the player can't move and attack. Also, there's no telling on where the player can or can't travel to the main map from the eastern area, so a few trees on the border would have been nice.

If you decide to further expand this project in the future, first focus on improving the core. Make fighting entertaining and more streamlined. Just attacking in 2 directions when enemies come from all places feel odd, so get that done. And do explain somewhere in game that you have to kill all the enemies before opening the chest. I admit, at one point, I felt the game was so dull I just wanted to skip the fighting and open the chests, but I didn't know I couldn't do it until I cleared the area. I even thought that the chests were glitched.

All in all, for a very quick project, this looks and hears good, but it falls flat when it come to entertainment. Nothing that you can't fix though. The basics are all there. It's just a matter of tweaking and seeing what else you can bring to the table. You can get more creative with the areas and the mechanics!

If you have a Twitter account, [Whales and Games](https://twitter.com/WhalesAndGames) would like to follow you around. We like staying in touch with other fellow LD participants, since some seem to have great plans for their projects. If your team does decide to continue, either improving on this or moving on to new projects, we'd like to see what else you can come up with! :whale:

geckoo1337 2017-05-17 16:34

Whoa! There is a big amount of work on the aesthetic. The animations are smooth. I am not a big fan of 2d games, but I liked what you did. The audio was great. I had fun playing it. Congrats for delivering a full experience. Thumbs up. Highly rated ++

andre-micheletti 2017-05-17 17:34

Thanks all of you guys who dedicated some time to comment here in our game! We're excited to be part of this community.

For all the points raised here, for sure we'll put these feedback into good use. We can for sure improve the gameplay, and I know this was one of our design flaws ;)

nikrt 2017-05-17 19:50

The graphics and animations are awesome. Everything resonates perfectly to set the right mood

karln 2017-05-17 20:49

Beautiful music! I like the graphic style too and the variation in graphics style between the four areas.

That said, there are some rough parts to the gameplay. I know how it is with a jam, there's so much to do and so little time, but as the swordplay is such a big part of the game I think you maybe could have taken time away from other areas to play around with it some more.

In particular, the "cooldown" between attacks was kind of long and it wasn't clear when IĀ could attack again -- maybe the character animations could show that, like by having her hold the sword up when it's ready to use or something? Also IĀ noticed that the reach of the sword didn't seem to match the graphics, which makes gameplay feel a little weird too.

Finally, I thought the knockback against the enemies, while a good idea, could be a bit more effective. You could consider putting the enemy into a "recovering" state for a short time after being hit, in which it doesn't chase the player.

Still a very nice experience overall :)

timeracers 2017-05-18 00:33

I get a bug when going to a area and then instantly returning, the bug is that the unity camera is no longer placed correctly. Also the gameplay is bland, without flavor, no ranged attacks, no special attacks, just generic melee attacks. I agree with others that lack of sideways attacking and the bridges are too narrow. But the music and art was great.

ciderwrath 2017-05-18 03:42

I thought the visuals and sounds were pretty impressive. Was calming where it needed to be, but more intense where things were...well more intense. I do wish that the character could move a bit more faster. Since I really just used my left hand for the actions, it put a bit of a strain to keep running across the top/bottom stages. Other than that, pretty solid work, good job!