FoonLudum Dare ExplorerLD38 → Sentient Duality

Sentient Duality

By cabbagecrow

View on ldjam.com

CategoryRankScoreCount
Overall5863.0328
Fun5562.8428
Innovation1183.7328
Theme5503.0728
Graphics5792.8828
Audio2.004
Humor6171.8921
Mood6582.6025

Comments

dusted 2017-04-25 07:57

That's frustrating and quite fun, I think the controls could use a slight tweaking, takes about 250 ms before it reacts. Nice idea well executed!

simonreiser 2017-04-27 15:49

Innovative entry, but as @dusted already mentioned, it can be frustrating sometimes, because you often end up inside an obstacle when switching back to particle nature. It bugs me a bit, that I have to be so cautious, maybe the player should always be more on the left side of the screen, so more of the level can be seen in advance.

Nice minimalistic graphics!

icewind 2017-05-02 20:24

I liked the switching back and forth of states. And I think the rotation time could be cut completely. And with not seeing what the world is in the other state it becomes a memory of sorts. That was kinda unexpected at first.

d-studios 2017-05-06 00:04

The movement keys for the particle nature need some tweaking. Also, the difficulty should probably be some what easier, as it is hard to know where the purple boxes are in wave form. This requires memory and a long time without checkpoints can frustrate some players greatly. Therefore, you should add checkpoints or make short levels. Also, there should be auto restart. If you are going to expand this game, I also recommend adding some sort of humor(whether its funny sound effects or music) and sounds(cool sound effects and music).

Despite these flaws, this game was good. I indeed did have fun. I am surprised about the innovation of this entry and its use of the theme. I liked the alternate dimensions aspect in this game and it reminded me of the theme of Ludum Dare 30, Connected Worlds. I definitely loved the simplicity of the minimalistic graphics, which were colorful. I strongly recommend you to expand this game.

steve 2017-05-13 14:29

I liked the movement in the wave state, it was fun struggling to control this crazy wavey moving thing! I think you need some way of seeing/sensing the other world though, as switching back and forth between the worlds was completely blind and could easily leave you inside an obstacle. Nice work!

daisychubb 2017-05-19 14:25

Nice entry, the controls took a little getting used to, but it was fun to play. Wave state is definitely the winner as far as control mechanics. I like the style and feel of the game, and switching between worlds is a unique mechanic! Well done :)

gimbalock 2017-05-19 14:37

Really cool and innovative idea idea. Love the switch between level layouts, where you can actually get some hints from the other before you switch. If the controls were just a little more smooth, this would be really addicting. But it gets a little frustrating when you use more time on learning the controls, than actually deciding the best time to switch layout. Very cool game though! Good job!

pascalman 2017-05-19 15:20

Funny but very hard. It's pity that game hasn't sound. Good job!

failedstarfish 2017-05-19 15:23

Interesting game and use of the theme. Switching between states is a nice idea, found myself hitting objects when switching states though. A great entry.

cabbagecrow 2017-05-19 16:08

In retrospect it would be better that you can see more of the level (zoom out and different player position), so you don't have to move blindly. There are kind of implicit indicators when you are safe, but they are probably not clear enough or soon enough learnt.

Landing inside of objects during switching is a wanted risk, but it is probably not controllable enough by the player yet. It shouldn't be done by learning the level by heart.

The wave feels a bit wonky, maybe it should be a bit reduced (or done via options as a difficulty mode?) I find it easier to play with an gamepad, because you have more control or at least feel of the direction you are heading.

Noted for the future - thanks for all the feedback.

0x3f 2017-05-20 02:46

A good memory and prediction tester. I like the clean art and the colors chosen.

maximo-pech 2017-05-20 03:16

Good job, a bit hard but fun.

tacomabert 2017-05-20 05:13

Interesting concept. Definitely rated your game higher for innovation. Didn't realize when in wave mode, you could pass through the first blocks. While in particle mode, I had a tough time moving. Nice start, needs more content. Maybe some kind of scoring system or high score to see how far you've progressed.

philomory 2017-05-20 05:26

This is a really interesting mechanic, I think this deserves to be built upon. To do that, though, I think you'll need to add a lot more levels. Right now it could go in a lot of different directions:

* Make it arcade-y, with a time limit to complete the level and limited lives (pump in those quarters!) * Make it an endless-runner type game with a score attack and different modes * Make a level-based exploration/adventure game where you have to navigate levels, avoiding hazards and triggering sensors to open paths, etc, to reach the exit. * Make a couch multiplayer racing game, maybe!

Basically, you've got a really neat, flexible mechanic here, which could go any number of places. I'd be precious to see where you might take it.

If I had a complaint (besides the lack of audio), it's that when you reach the end it's not actually clear that you've reached the end. To all appearances the game may as well have soft-locked.

EDIT: Also, _really_ love the game's name. Very cool.

cabbagecrow 2017-05-20 12:53

@philomory Thanks for the breakdown for possible directions. :-)

I like to search for innovative game mechanics first which serves as a core of a game instead of other approaches. Or at least that it contains one, if I start with something else (story, setting, genre ...).

Did you approach the other entity at the end? However, the win and loose screen are pretty basic, due to time contraints. Let's call them functional. ^^

There can be a lot done and I see such projects as prototypes on which insights you can build upon. An they are proof of concepts.

Naming is one of my quirks, finding a descriptive and smart name, yet isn't too long and also (at least a bit) memorable. It's not easy, but I think it pays of - especially for games which get actually published. ^^

icxon 2017-05-20 14:46

Some ideas: - Show the other shapes almost transparent, at least at first stages. - Allow player to make a mistake couple of times ('hearts' or something like that) - Some moving obstacles, some checkpoints will add more progression to a game. - Re-think interaction with egdes. It is possible to win the game by holding both 'up' and 'right' now, like this:

2017-05-20 17_41_49-Sentient Duality by CabbageCrow - Opera.png

I like these simple shapes (like diep.io) and color solution :upside_down:

cabbagecrow 2017-05-20 16:35

@icxon Sshhh! Don't tell everybody. ^^

Of course a polished version would include some (or all) of these suggested things and for sure tutorial levels. Thanks pointing them out either way. :-)