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Run, U Fool!
Run, U Fool!
By zgragselus, pavel-kouril and amertak
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 102 | 3.90 | 35 | |
| Fun | 203 | 3.51 | 35 | |
| Innovation | 222 | 3.45 | 35 | |
| Theme | 496 | 3.21 | 35 | |
| Graphics | 8 | 4.73 | 36 | |
| Audio | 223 | 3.38 | 33 | |
| Humor | 362 | 2.65 | 31 | |
| Mood | 181 | 3.65 | 34 | |
Comments
m-1
2017-04-27 23:45
Perfect presentation! Awesome graphics, especially the lighting, and nicely stressed/depressed atmosphere also built up by matching music. Unfortunately I couldn't beat level 3, maybe due to low FPS (something in Update vs FixedUpdate?), or maybe it's just because I'm tired... I will try again when I get to a suitable computer. Slightly less demanding WebGL port would be great.
Skvělá práce!
@m-1 Thanks for feedback. The low fps is somewhat problem (Unity doesn't really go well with lots of game objects, and voronoi shatter generates lots of game objects - the only solution here would be, don't use Unity at all and hand-tune the shatters by hand), the WebGL port suffers even more from this (sigh... javascript performance), even though that version was heavily optimized in last few days. Which still makes me doubt whether to release it ... unless I re-generate the shatters to look worse, but that goes against the rules in my opinion (I could release it as another executable though!).
Level 3 is somewhat very hard, I was against putting the required 'skill' level so high - but other members of the team over-voted me (as they were using controller for testing). It is still possible to beat it, but requires precise hands and good timing.
Thanks for playing and feedback it is appreciated!
matita
2017-04-28 14:46
Wonderfully executed!
My PC is not the best performance, but with the fastest configuration at 800x600 resolution the FPS was acceptable, it just dropped dramatically when a whole circle of platforms collapse.
Nice and fun, great work!
P.S. I played with the WASD keys and the direction was slightly diagonal, not straight as the direction of the corridors.
pcmaster
2017-05-02 17:48
Wow, this is beautiful. I like all the aspects and I can just wish I had a co-creator to help me with my programmer "art" and gameplay to achieve such a cool game! I can also comment on the WASD controls but it didn't prevent me from finishing it with only 1 death :D Well done!
I like this idea a lot as a concept. The game looks lovely, and that crumbling effect is just delicious!
However, I did feel a lot of frustration when I was trying to play, and I think I can pinpoint it to the following reasons:
1. Your character is constantly switching between 3 colors. I feel like it would be MUCH easier to plan ahead if you could see the next TWO colors the player will switch to, in order. This may help alleviate the second issue I had with the game.
2. You're practically not allowed to make mistakes. 3 seconds is waaaaaaaaaay to short of a time frame to plan ahead for your next move. There would be times I would try to run through a yellow door, only to change to blue at the last second. Okay, so there's a blue door around the corner, except too late. By the time I get to it I'm yellow again. So I guess I'll try to run back to the yellow door aaaaaaaaand change again, and now I'm falling to my death. :(
If you want to keep the color changing happening so quickly, I would highly suggest upping the character movement to make it a more fast-paced game. Personally I found the last level to be the most enjoyable, as it involved dodging in-between lines of gates as you tried to out-pace the crumbling pit of doom behind you. In THAT scenario, changing colors every 3 seconds is fun, because you constantly have to make snap decisions, and the important distinction is that you have time to ACT on those snap decisions.
Other than that, the game looks great, controls great, and has a pretty cool idea. :) Maybe some polish and balance to the mechanics would help carry it out into a unique project!
knoah
2017-05-04 05:22
Really nice aesthetic!
maldo19
2017-05-04 06:07
I really like how this looks and the ideas behind it, but the execution is weird. It doesn't have tension even if it is a supposed race against time as the music doesn't reflect that you want to get safe as fast as possible and the stage begins it's destruction when you're already "safe"(not in the elevator thingy but near it just waiting the change of color). If you die you already know what road you have to go to win that stage.
Oh and I felt that the tutorial wasn't funny, you could cut it and the change of color would still be clear to the player, so I felt that it was meant to construct some narrative. because of that, when I was playing I was expecting that the setting was a game show or something like it, because of how you are instructing the player and how the "narrator" had a personallity that belittled you. So I was expecting some kind of resolution at the end.(Please don't take it as a "you should've cutted it")
This game has potential, it is a nice idea and if you want to expand on it I would like to see how it ends, It's graphics are awesome, the writting has a lot of personality.(you could use it more between levels or something like that)
Overall it's a good game, I hope this feedback helps and I would like to see what you guys do next.
Add some more tension into this game, some weird ass story and a few interesting new mechanics like wall run or just jumping sections this can be the next super hot! I really liked the idea only thing missing for me was the story. Thank you for creating this game!
Thanks a lot for your feedbacks! We are eagerly reading each of your responses to get some idea what to perfect in the next jam. We've learned quite a lot from last LD, and are learning tons of stuff even now.
@coleslaughter: Yeah, the two colors in advance is an interesting concept. We were actually thinking about it, but we didn't implement it afterwards. Honestly, not sure why, now that I'm thinking about it. Also, the first prototpes had the player moving faster, and we changed the falling accordingly, but not the color switching. :)
@maldo19: The balance of the "difficulty" is kinda hard; some people can get through fast enough, some are barely can get through some levels. As for the writing, we unfortunately didn't have enough time for completing it; the code of the game was ready for showing the messages at beggining of the level, but real life duties on Monday (and not a good time zone for LD) prevented me from writing the rest of the dialogues. But resolution can be ending on a unknown planet, not knowing what will happen next ... like, maybe in the next LD, if the theme is compatbile with our robot character. ;)
For the tutorial cutting - our previous game's feedback was mostly about bad/lacking tutorial, so we tried to do a good one this time - that actually explains the mechanics and everything.
@mrerdalural: Yeah, we actually thought about adding jumping in the first iterations, then dismissed it, and towards the end when we thought the jumping would be cool, there wasn't time left to redo the level design and add the mechanic. But thanks for the kind words!
Thanks for the feedback and I'll add my reply for some of you too (as my opinions are somewhat a bit different in few cases).
@coleslaughter Thank you. Two colors in advance would allow for more planning, but that would also need a different camera position or a sort of minimap (as you don't see the whole level in the beginning). I agree with last level and level 3 being the best ones (forcing you to pick the correct gate), mechanics work there... more complex maps are about searching for the gate, and all levels tend to be unforgivable (there was a serious inspiration by Dark Souls)
@maldo19 As for the tutorial, it indeed was attempting to put up a narrative. It is somewhat problematic to figure out a tutorial that everyone would like (although from last 3 Ludum Dares I've noticed that tutorial is a must, otherwise there will be a lot of replies of 'I had no idea what to do', which makes you somewhat sad as an author.
I agree with music not reflecting you want to get safe. The real problem here is, none of us is a musician (except the friend of one of us, who actually made the music - whom we mentioned in credits). I'm glad to have a custom music of some sort, and therefore being able to participate in music category. The music could use some kind of grading (or ambient sounds) as you progress through each level.
Honestly, you're the first one not to complain about very hard difficulty (so for next time, having different difficulty levels might be interesting). The resolution of some sort is there (it could use more writing to add some real story telling, instead of just putting credits screen there ... but there is a time cutoff for Ludum Dare).
I'm glad you've played the game and gave us this feedback. Thank you very much.
Great game! It gets more fun with each level... it's a pity that there aren't more of them :slight_smile:
The mechanics are really interesting, they left me in tension and forced me to think before I acted. In fact, I wouldn't mind if the time limit was crunched a bit. And the tension could be even bigger with floor cells cracklings right beneath feet and falling more gradually.
Graphics was awesome too. With some additional sounds like footsteps and wall cracking, it would have an amazing mood.
And finally big plus for gamepad controls :slight_smile:
maldo19
2017-05-04 19:18
@pavel-kouril About the tutorial cutting I said that just because the mechanics were simple, I don't know what your previous game was but this one is simple enough for you to try the mechanic a couple of times (If you remove all the dialog in the tutorial part it would still made sense because of how you structured the tutorial level). And please don't take it as you should have it removed, I liked it because you guys used it in your favor as it was building a narrative.
@zgragselus So now I understand why you made the tutorial that way, I feel that a tutorial is a neccesity when your mechanics are complicated but when the only thing you can do in this game is moving with WASD and just waiting for the character's colors to match the ones in the doors there is not much to explain. (this matches with what I wrote to your partner)
For the music you just need to make a track with a faster tempo, you don't need something too fancy, and if you really want to put more enphasis on it you could make the tempo faster as time goes on.
For the difficulty part maybe it was because I realized that if you stand still waiting for your color to change in front of a door is easier than keep moving to the other door that has your matching color. So it worked in almost all levels except the final level or the previous one (the one which you're running until there are 3 doors with the 3 different colors) as you die if you don't match it in one go.
And thank you guys for having a good reception for this feedback, I hope this comment is useful.
My computer didn't seem to handle it too well. The shattering and falling level looks cool but really didn't run smoothly for me. Controls felt good and the music fit well. Nice concept.
stanov
2017-05-06 20:38
First of all - I don't know how much you did by yourself and how much is downloaded from the internet, so it's hard to tell what to rate...
* The graphics are nice. * THE TUTORIAL !!! The best so far of the games I've played! * The idea is cool. * Camera movement is good! * Character animation is standard Unity I guess. * The theme is ... I don't know, it's not "small world", I can't see it in there. * I can't make qualified decisions - I just run somewhere and then waiting for the color I need and hope I can manage it before the ground gets destroyed. * The levels could be sorted from easy to hard.
You can watch me playing the game here: https://www.youtube.com/watch?v=s5x4fRX8yrw
@stanov: Every graphic asset and most of the scripts (well, technically all of them, apart from 2 or 3 scripts for camera and character control, which we modified anyways, and the postprocessing stack) are ours, made within the 72 (or, more like, actually 48, because of real life responsibilities on Monday). The only thing that is downloaded from the internet are the Mixamo animations, because while we managed to model a character, animating it manually is REALLY time consuming. The audio was made by a friend, so even the music is technically a custom thing for this game. :)
The theme is there kinda via narrative, but yes, we agree it's not there by default. It was kinda hard to think of a game for this theme, since we didn't want to do miniature planets and I didn't want to do ants. Also, the prototype was actually "closer" to the theme, but the game evolved during the weekend.
Overall, thanks for the feedback, we really appreciate it!
@those-30-ninjas: We are sorry to hear that; yeah, the PC requirements are kinda harsh, as we wrote in the description. :(
Music and graphics are super epic! However I think the player animation does not convey the sense of urgency very well. There's also a massive spike in difficulty from level 2 to 3 :)
Wow, I am stunned. This game looks and sounds fantastic. The lighting is just so brilliant and the models and environment have a real grundy feel and character to them. The gameplay was really fun as well and provided some really tense moments that were fantastic, and the feeling of panic running away from the falling ground was great. I did have a slight issue with the transitition times. They were really long, although I don't know if that's just due to my computer. Other than that though I would only really say the difficulty curve is huge. Level 2 to level 3 was so hard, and I passed level 2 easily and ended up getting stuck at level 3. Other than that this was fantastic, I am astounded.
wujood
2017-05-07 19:11
Awesome graphics! Love those crumbling floors. How did you do that? And the character controls feel very familiar. I am pretty sure that is the standard third person unity controller ;) Great job!
@wujood I will probably put up small article on how to do floor shattering. As for the character control, Pavel first started with Unity third person controller, but it had problems with camera (it wasn't smooth enough, was shaking, etc.), so I later updated some code in it to make camera and character movement more smooth.
takusan
2017-05-08 17:47
Hot damn. Well this is good :)
Graphics are great. Idea is fun. Gameplay is great. And you managed to squeeze in some humour, too.
This doesn't really play like a jam game, at least not the type I'm used to :D
And a really neat mechanic with barriers and colour shifting, really defines the playstyle for your game.
I'd have two issues with your project:
- Music could be more creepy instead of 'chilout-y', with all the shadows, hanging chains and overall grittiness I'd expect that type of mood
- controls, though sorted out nicely, sometimes felt more in the way than flexible. Slightly off turn -> stuck on corner, few seconds lost. I do think it was at least partly intentional, but comes off as unnecessarily frustrating at times - especially when running into the tleport. It's either controls, or hitboxes/materials you used - maybe some more forgiving hitboxes ore materials with less friction would do the tick?
But, I can frown as much as I want to, that's an extremely solid and polished game as it is. Feels complete, all elements are there, there's enough content to showcase your idea.
Really, really great job. And that decaying corridors, just wow.
Leaving my rating, cheers!
Both the graphics and sound were excellent. The graphics were among the best I've seen in a LD. The gameplay was mostly excellent as well - my only (very minor) observation is that sometimes it can seem a bit random whether you get the right color in time. This was more of an issue on the concentric levels. Excellent entry!
kasarun
2017-05-09 19:55
I had fun playing the game. Totaly agree with @maldo19, it lacks some tension (maybe if the player is quick, accelerate the fall for each door, or add more traps (like plank or pitfall) could add something to the game).
Running through corridor without door isn't fun, i didn't appreciate the level 3.
Good entry and original take on the theme :relaxed: . Great job guys !
Really like the graphics and audio, the dark and gloomy aesthetic is surprisingly uncommon in this jam. I did find the colour switching to be a bit frustrating because the order is random, so you either had to guess which door way or wait until the right colour comes available.
mwcz
2017-05-10 16:36
The color force field mechanic was interesting. Graphics were kind of blurry but probably because I was using the WebGL version.
Character animation is amazing! His movements are smooth and realistic. At first I expected that the whole character would change the color, but all in all it didn't matter. I don't know how music fits the atmosphere - the world is dying, we need to hurry, everything is empty but the music still so chill. Where are the string orchestral? Where are the requiem for a world? I liked color mechanics. It makes you hurry more and because of that this game became some kind of mix of race and 3d exploration game. Good game. Really nice.
I played this on Livestream Today at the request of the Developer: https://www.youtube.com/watch?v=3zCqO_O0iIo
This was absolutely fantastic, the graphics and post-processing was very well done, probably some of the best I've seen in the jam so far. Puzzles were well thought out, and it got my heart going a few times there. Well done!
I really thought it would have been more challenging but I beat all levels pretty easily. Really cool game though, I've enjoyed it and it's visually pretty damn impressing for a jam! There are a few points to improve imo:
- We don't know when the world will collide or which part in "labyrinth" levels --> a timer + the part of the level (which will colide) blinking could be good indications - We can't really see the color of doors in the last level, you should avoid tu put them in this position - I feel like the chasing levels were more fun, it really fits more your concept. Run and rapidly decide which door to pass through. The labyrinth levels really don't feel like we're running, plus we have plenty of time before the world collide, so I didn't really feel under pressure - I would have preferred the character to be (way) quicker - It clearly lacks some sounds
With that said, it's really just nitpicking remarks comparing to the work you've done in 3 days. Well done to all three!
Very astonishing graphics and ambiance! The effects are extremely beautiful even on WebGL. You found a original gameplay with the rotating light that opens doors. But you could have gone further with that (I'd liked to see new mechanics come in following levels).
This game is visually stunning. Really nice job with the graphics. The music made me feel hurry, so I think it fits well, but I couldn't apreciate any other sound. I played the first levels and they were easy, but level 3 looks like really hard compare to the previous ones. Would be better with some kind of progression in difficulty level.
The mechanic with color changing is simple but it works. And I think the same as a previous comment, the chasing levels are better and fit more with the game concept than the labyrinth ones. Overall was a good game to play. Good job.
Awesome work on this, guys. The graphics are easily the best I've seen this LD (great post processing, great lighting, I LOVE that dissolve effect on the ground). Music was right on track as well. Gameplay was straightforward but forced the player to think a couple steps ahead toward the end - great difficulty curve.
Any complaints I might have are minor - the player could have been a bit faster, camera angle could have been a bit higher on a couple levels - but outside of those, I had a lot of fun with this.
The graphics and gameplay is superb! Really enjoyed playing this game. It is simple, easy to get into and fun which is a huge plus especially in Ludum Dare.
The mood in the game was really good thanks to the excellent graphics and music but was ruined a bit by the text and menu in the game. The font and menu did not really fit in with the theme inside the game. My biggest gripe though with this game is the camera because I always felt the angle was a bit awkard. Another thing that was a bit annoying was that on some stages you needed to be a color to get into the room with the teleporter but you never got that color because of rng. But those are just some minor points. Other than that it is really good.
Awesome work! :smiley:
That game has very good ambient, beautiful sound and idea. I love your game! Great job!
I personally found the color-door concept to be the most intriguing part of the experience. The parts where you provide a fork in the path, blocked by 3 doors is something I really liked, especially compared to the monotonous "you're being chased" corridor sections. Personally, I think 3 colors may have been too much, and it would have helped reduce it to just 2. It would have been really cool to see split-second button puzzles that would involve changing the colored doors, too.
A couple of other annoyances I encountered were the relative slowness of how the character traveled. It didn't feel very fast. Furthermore, I would have liked it if the collider on the floor dropped out towards the tail-end of the crumbling animation, rather than the beginning. Some levels would have appeared more fair with this slight change in coding. Don't forget to add sound effects, either!
camilovr
2017-05-17 11:45
Congratulations!! Game very well developed and polished Excellent aesthetics and gameplay.
kytn
2017-05-17 12:42
This game has a envolved enviroment, looks nice. Good work team! Free coockies for every one :cookie::cookie::cookie:
Woah that's amazing! love the intro and core gameplay mechanics that involves colour, sound and art style match perfectly with the theme, even tho probably there a bit of difference between the theme and the settings in-game. I would add some mechanics variations as after a while is repeating but still is really an intersting concept, thank you for letting me know your game
Superb game! Loved the artwork and the atmosphere is amazing! Really good job there. :thumbsup:
nergle
2017-05-18 18:38
Really cool game, I like the colored door mechanic, makes you think on the fly.
kinjin
2017-05-20 18:50
Wonderful execution !
Really nice puzzle concept.
Graphics are amazing, i never imagined I would see something so good in ludum dare, the theme is good, the sounds are anoying, not much anoying, but enough to get me pissed, the good side is the concept and gameplay, overall is one hell of a game
esiden
2017-07-31 23:57
Wow... great work....
hu9o
2017-08-01 11:20
Very nice looking!
As another comment pointed out, the color changes too fast for us to be able to plan accordingly. Instead, I went to whatever gate, and waited for my cube to be the right color.
Also, I think the connection with the theme was not stressed enough...
Anyway my feedback is limited to the first 3 levels because I tried hard but couldn't beat level 3.
ynk
2017-08-02 11:33
I don't really felt the connection with the theme. Beside that, nice graphics, nice mood :) The concept of the game is also very interesting, playing with the color to get out of a maze. Nice entry!
sojabird
2017-08-02 16:32
Very cool to see how much you were able to do with the 3 of you. The communcation what when goes and such with the light is smart, I like it. It's minimal and clear. Cool
Maybe work on it more? :D
@sojabird @ynk @hu9o @esiden @jay-valencia
Thanks for feedback, although this game was for Ludum Dare 38 (where topic was Small World ... it can get into your search when you're going through games across all events). Please check the one I made for this one - Ludum Dare 39. You can get to it through my profile.
Nice work lads! We also did a very original too, ye mid check it out?
https://ldjam.com/events/ludum-dare/41/hype-time
@OscarTrevejo Thanks. I see there is the same problem as last time - that our game from Ludum Dare 38 pops up. I will check out yours, and feel free to look at my entry for Ludum Dare 41 (the recent one):
https://ldjam.com/events/ludum-dare/41/logicatory
anudin
2018-04-30 11:10
Could be improved: - Music is sometimes unfitting - I'd rather have other sound effects - The player should be locked in the teleporter because he can walk out after teleportation starts and still die - The chains feel really clunky and distract from the otherwise polished feel (WebGL version) - Balancing could be improved. Maybe mix door colors when the player is progressing too fast and make the destruction slower if he's too slow?
Good: - Visuals are really nice! Like other people already said: the lighting sells it - Controller input feels pretty good - maybe in some instances a little bit floaty - The general idea is great.
In general I liked your concept and the execution seems pretty polished. You created an impressive amount of content.
hands down for the name xD funny guys hhhh it's like u're shouting on the top of ur lungs
very nice work .original idea a little bit "glitchy" if that was a word xD but overall it's a great time continue
I love the sound track and art it looks really good. The input and running sync perfectly with the animations and feel great. However I could not get past the level called shift, I could not run faster than the platforms that were being destroyed. Also I loved the destruction effect.