klekky 2017-04-26 02:11
1/10 not enough spaghetti...
Foon → Ludum Dare Explorer → LD38 → Soleil
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 720 | 2.64 | 55 | |
| Fun | 727 | 2.31 | 56 | |
| Innovation | 557 | 2.79 | 55 | |
| Theme | 428 | 3.35 | 55 | |
| Graphics | 618 | 2.75 | 56 | |
| Audio | 333 | 3.01 | 55 | |
| Humor | 614 | 1.93 | 48 | |
| Mood | 611 | 2.74 | 52 |
1/10 not enough spaghetti...
I had some issues with jumping from platform to platform where if I didnt jump before moving I would just run off the platform. The physics on the second level were kinda wonkey and I couldn't pick up the keys at first. I like the aesthetic of the game though!
It's a very difficult game, at the beginning a really didn't know what to do.
I loved the music and the aesthetic, it's calm and it makes you feel like you were alone in the space.
Congrats!
I can relate to your spaghetti code. I wrote the core of my game in 400 lines of specifying certian array indices. :) Graphics are decent, physics are strange. Overall pretty decent.
3rd person platforming, this is what hell must be like....
I could not even get to the first item. That small green platform is just an evil, slippery, frustration generator. Even the top down camera doesn't bloody help...... Raaargh! :angry:
Pece to you too.
Pretty hard jump and run^^ Tried about 20 times to jump on that small green cube. Damn you green cube! :smile: The audio especially the menu is really good. The physics are a bit weird but I can understand you. Wasted 5 hours for not working physics for my LD entry... Overall your entry is a very hard good one :)
Sounds and graphics were nice but I didn't have a clue what to do! :(
The first level is quite difficult for a first level. I don't even know how many times i fell. I liked the glitchy second planet (although i fell inside it and still don't know how I managed to return to the surface). Some of the glitches might have been caused by WebGL + Safari. After collecting third key on the second planet i was launched into space... I appreciate the possibility to respawn. After that I managed to finish the game. (There is a button "PLAY BITVERSE" at the end, which does not do anything. Also I didn't understand why there are alternative camera views, which do not really help in gameplay...)
Overall it's a nice game with interesting environment and physics and challenging gameplay. It could use some more polishing (and maybe more levels). :wink:
I really stayed a litlle confused in the beggin Nice sounds and graphics
good Job!
I tried launching in Chrome at first but it didn't seem to work (it wouldn't let me click play). It did eventually work in Firefox.
Unfortunately, the camera and the controls conspired against me. Once I had figured out that there were platforms at all, I still couldn't make the jumps. I finally had to give up due to severe motion sickness from the close camera, the jumping and the rotation around the curved planet. :dizzy_face:
Really sorry I couldn't finish your game, 3d jumping around a curved planet surface sounds like it could be a fun mechanic...
@m-1 haha yeah the reason for the camera angles was me mostly trying to compensate for a lack of good camera perspective (due to me never have done camera scripts all of my attempts failed), and I actually found the top view useful for the green square on the first level (though it is a bit weird at first). Safari does behave quite weirdly with this game on WebGL, when I tested it a lot of the shaders glitched and the lighting got screwed up. As for the weird platforms and having to jump before moving, that is mainly due to the platforms being beveled, which was a 100% aesthetic choice, and due to a lack of thorough testing/other priorities I had not really dug too far into a workaround to the awkward platforms, a bad decision on my part. The jumping also hadn't felt that awkard to me, maybe because I got used to it and probably because I made the game in the first place. Should've gotten some more external testing done.
I like the idea of a mario-galaxy-esque game (3d player on ball planet), but I found the controllers/gameplay fairly disorienting and hard to quit after about 5 minutes. Not sure how to improve in that area. Would love if you had a character rather than a cube (I get that it's only 48 hours!). There's something good here, but small tweaking will improve the experience.
If you get a change, try out my game Sling Ship:
https://ldjam.com/events/ludum-dare/38/sling-ship-search-for-a-small-world
I liked the idea of a Super Mario Galaxy type game, but there just wasn't a whole lot to it. Also, had some issues trying to run and jump from the platforms. Otherwise it was functional and made me want to explore more.
Looks like we both did something Super Mario Galaxy-ish (though mine was 2D).
As with others, I found the parkour a little on the too-challenging side, but it all seems to work fairly well, and the sparse lighting and the audio go a long way to making it an experience.
A little bit of a ramp-up/acceleration on the movement, rather than just suddenly moving, might go some way to easing the controls a bit.
Excellent job!
Tricky to control! Too bad you couldn't get the camera scripts working. But good job getting something in that demonstrates the concept. Sorry you found your first time agonizing. :confounded: It gets easier the next time.
I loved the graphics and music, as well as the tight control scheme. However, I was unable to acquire the "food shards" or locate them. Perhaps having an image on screen of what they look like at the start may help. Thank you for making this game!
@shantarr-dalrae there's a video of the gameplay on this post, if needed
Liked the look, but I found the perspective a bit awkward to deal with combined with high gravity and small platforms to make a game that is initially a bit much to get hold of. Overall I liked it, but I feel like the platforms + perspective + gravity combined to stop me from falling in love.
I like moving around the world - it feels very fluid. The controls are a bit finnicky for the platforming and its quite easy to move forward and fall off right when you're about to jump. Music is ambient and fits well and I like the sky background.
Thanks for sharing!
I love the music the music guy deserves more credit
I love the sounds and musics used in the game. The game is well responsive but it confused me. I don't know what to do and too dark to see what's happening
Nice presentation, visuals are quirky and I like the music. Chuckled at some of the writing too. I'd have to agree with the others that the controls are a little on the tricky side though. I think a better camera angle might have helped, but I know to how tricky cameras are to get right (especially when they're moving and rotating).
Hard as hell! I'm glad the space-ish music is relaxing and soothing (kudos to the music guy), it must be to prevent players from getting mad, trying to solve this first-person platformer puzzle ...
The first level of this game is super hard to win, however, the second level make up for it by being awesome :D
I really wish the game had more levels has I had a lot of fun moving around and solving puzzle on the second level.
The controls were a bit hard to get used to but were good enough for not being an issue on level 2. The music and mood of the game was quite good.
The graphics are simple and could use a bit more smoothing but honestly it didn't impact my enjoyment of the game.
Overall a very cool game were it is worth to brute force the level 1 in order to have fun on the second one! Congratulation!
(You can see me playing this game for the first time on the vod https://youtu.be/lXUmif8KKxM?t=5h24m34s )
The first level was to hard for me. After 20 fails I was to frustrated. Especially because of the jump control.
I wasn't able to even jump on the first platform at first. I think your game physics is tied to the framerate (120hz monitor here), so I couldn't jump high enough. I managed to make it normal 60fps, but jumping on those small platforms was quite difficult. I liked how the controls were snappy and allowed the precise platforming that was required.
@hegemege hmm that shouldn't be true, as the move commands are in fixedupdate. I'll look into it though
This was fun for the first level, but as soon as I beat it, the game crashed and stopped responding. Unity created [this](https://pastebin.com/vrgsuBK4) crash log.
On the subject of the actual game itself, it was certainly a bit difficult (for the first level). As people have said above, the small green platform is too slippery, or is too hard to jump off. The rest of the level wasn't that bad for me. Every once and a while, in the air, you seem to move in an unintentional direction. This might have just been a side effect of the circular gravity, which was a fantastic idea either way. The music is spot on, and the main menu looked super nice.
Also, it was fun attempting and then accomplishing orbiting the first planet. Good work!
@iseeicy yeah I contacted unity about that bug actually during the jam, and it appears that they are aware of it and it's due to PCM. Probably shouldn't have used the beta release for my game lol.
Interesting game. Wasn't expecting the graphics or the animations, pleasant surprises. Nice job creating the full depth of the game. It was a fun adventure an an interesting take on the small world concept. Keep up the good work!
Good game, I like how you've made the controls sufficiently punishing.
Cool concept but I found the jittery movement really hard to get used to. It felt like the delay in notepad when you hold down a key and it prints one letter, pauses, then prints a bunch. Despite the difficulty in movement, I found the platforming fairly intuitive, and thought the camera was pretty good!
@joyfired make sure you use the Time.fixedDeltaTime when doing your calculations. If you multiply that with velocity, your velocity or acceleration values become rates of motion, like 100 units per second, instead of moving the player, say, 10 units every time FixedUpdate is called. I was able to reproduce what I described, it happens only on my 120hz monitor, not on the 60hz monitor. I hope this helps :)
Nice game bro
Please hate us on https://ldjam.com/events/ludum-dare/38/deep-bottom
Sweet! I feel like I need a little more of a tutorial at the start here, but I got into it.
Echoing @hegemege above: Time.deltatime! I used to do the same thing until someone pointed it out to me too.
As everyone else has said, the physics were a bit wonky. But I really enjoyed the games humor, especially at the end.
The graphics could use a bit of tuning. If you go for a low poly style like you did, it tends to be better without textures, and with more lighting.
As to why there was a hotdog over the first exit, I will never know.
I found the concept to be really cool, but the controls were a bit too difficult. It was rather challenging to position my cube in the right place to make a particular jump and ended up falling off the block if I left the flat part of the platform (something to do with edge detection I imagine). Overall, I think its a really cool idea, but the controls need to be a bit more forgiving. Nice job!
Great concept! But as others have parroted a pretty damn tricky game (not that I can talk :D).
At first I thought the green bits on the bottom must be what needed collecting but.... yea I realised that was a derp after a bit :V
Really like the concept of it, seemed pretty unique. Controls were maybe a touch too sharp by default? But you had a sensitivity slider so that helped :)
Nice take on platforming puzzles - controls can make it a bit challenging too but not necessarily a bad thing for jumpy puzzles. Overall great concept!
------------------------------
Please check out our submission as well: - https://ldjam.com/events/ludum-dare/38/plutus
Thanks! :smile:
http://www.apostategames.com/
Going to agree with the consensus here: Loved the aesthetic, but the camera and controls are just frustrating.
In addition to the comments above I would like to suggest adding a slight delay after walking off a platform, just a couple frames, where you can still jump. This is a common 'cheat' that you will find in many platformers to make running jumps feel easier.
Excellent work for a first LD game.
The game was far too difficult and confusing just to control, although it had a great feel in aesthetics which was a huge plus.
Love the small world physics!
Nice, simple concept that pairs well with the music and graphics.
:thumbsup:
Thanks for the constructive feedback everyone. Thanks to @hegemege I have figured out the frame rate gravity issues, and fixed some other minor bugs due mostly to bad ordering of code. The new version will be going up soon on the itch link. Keep up the criticism!
I understood the controls well. I wish that the small green block was easier to jump on. I could not get past the first level.
Sound was nice. Graphics... I might have been seeing glitches but I honestly dont know if it was part of the game. Couldn't really figure out what to do at first but eventually got the hang of it sort off.
I kept getting the feeling that my jumps were higher and longer the further away from the planets I got. Not sure if it was my imagination or what, but I liked it.
I had a hard time timing the jumps though, I kept jumping a split second too late and falling back down, which got a bit frustrating. In the end I made it quite a ways though. Persistence!
Atmospehere and sound were both good, mood was on point, and small world theme was nailed. The gameplay could use a bit of tightening up, but all in all a good entry!
I liked the low-poly earth and the music, and the jumps were manageable, but the mouse pointer needs to be fixed to the screen and maybe wrapped as well, since turning with the mouse is a bit awkward when you stop at the edge of the screen.
@gamepopper Read the controls before commenting please, you can lock the cursor with T
As I said on stream, I think the controls kind of take away from the game. It feels a bit awkward when trying to jump near the end of a platform, as if you don't time it absolutely perfectly you will just fall off. This is compounded by the way the player moves at a constant speed rather than accelerating, as it becomes hard to make small adjustments. The level design could help this - I think you mentioned that the beveled platforms actually affect the hitbox, meaning you can't jump at the edge. Additionally, adding some variation to the size of the jumps required, and the platforms you have to land on, could really help the game.
To mimic the sentiments of many others, the platforming mechanics felt a bit weird. I may have possibly missed it but the ability to rotate the camera I feel would have helped things be a lot less weird for me, as I often found that I had to jump backwards which was a bit strange.
I felt that both the graphics and sound were very good, and created a very enjoyable atmosphere to the game. I also liked how high I felt when jumping from platform to platform.
Nice job. I feel like the character design could be improved, however. He's the only square in a world of spheres. Maybe it's just me.
Curse that small platform! I was never able to get past level 1 after many tries, but it was engaging enough that it kept me wanting to play. One tip for platformers is to allow jumping a little bit even after you run off a platform. It makes it a little more forgiving and feels better too. The curved world effect is great and certainly fits the theme perfectly.
It was quite difficult for me, at first I did not understand that it was possible to jump to an island at all, but when it turned out, it turned out that I can not go further than the 3rd island, a bit dark in the game.
Good die and retry game. I had to retry at least 50 times to win the first level. JUMP BEFORE GOING FORWARD :smile:! In the second one I was thrown away when trying to catch the keys, not understanding really why. The multiple camera views are unsual but a positive point because it suited with the gameplay. The main point is the mood, with coherent music and graphics.
Given Jam time constraints, quite nice 3D platformer. The camera could be improved by having an option to zoom further out, and some more calls-to-action (arrows etc.). I also had the "catapulting key" issue in Level 2, as well as what I think were clipping issues.
I liked the simple, polygonal graphics, since they prevented the level from becoming cluttered, especially combined with the stark lighting, helping to highlight the important elements of the scene. And I found the general concept endearing, kind of like "Descent meets platformer".
Good job but too hard for me.
Didn't have that much time to play, but from what I've seen it's fairly complete, and not buggy. That's really good for a 3D game made on Jam time. As to the graphics, I liked the low-poly style, but it could have done with different shading. The music was an excellent choice and suited the atmosphere of the game. Good job!