thatsnillet 2017-05-01 10:46
The animations and controls are great, and it has a nice and vibrant style. The length fits pretty well for a ldjam game, and i'm pretty impressed!
Foon → Ludum Dare Explorer → LD38 → The Robot's Trial
By citsua
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 161 | 3.58 | 26 | |
| Fun | 226 | 3.25 | 26 | |
| Innovation | 196 | 3.34 | 25 | |
| Theme | 309 | 3.27 | 24 | |
| Graphics | 67 | 4.12 | 26 | |
| Humor | 174 | 2.95 | 23 | |
| Mood | 213 | 3.26 | 21 |
The animations and controls are great, and it has a nice and vibrant style. The length fits pretty well for a ldjam game, and i'm pretty impressed!
I really like the style, and how different mechanics are given to you over time, instead of having them all right at the start. The only thing is the grappling hook mechanic doesn't always work for me. Overall, I thought it was really cool!
Fun game. I liked unlocking the different modules as I progressed. The animations and visuals fit together well.
I did noticed what I think is a bug where I jumped on to the platform with all those cubes and then I appeared under the map, hovering. I couldn't do anything so I quit and restarted the game.
Apart from that it was very fun. The various modules were great and if you expanded it with more levels, it could become a very good game.
Hey @citsua could you make a browser build o Mac build?
On the other side, here is our game, give it a try ;) [Link](https://ldjam.com/events/ludum-dare/38/surviball)
Thanks everyone for your kind comments! I've been working on the game since Ludum Dare ended so all the bugs you're encountering have been fixed. I'm also reworking the first level and I'll add more once I'm done. I'm not updating the game here though; that would be unfair, since I haven't fixed everything during the 48h Compo. I'll be sure to post the updated version on here though when it's ready!
@selbryn : I'm not sure I can since I don't have the original LD version of the game anymore, but I'll try! I'll make sure to look at your game too :).
Very nice game. I am impressed by the animation and the 3d models. the graphic design is really nice and polished. Good job!
Very cool! I think the starting jump puzzle would have been alright if i didn't wind up having to do it multiple times, a check point system maybe would have reduced that annoyance factor. otherwise i liked the gradual addition of powers and how the puzzles worked with them!
I actually added a checkpoint system along other things in the newest version of the game (which I'll upload after the judging phase ends)! Thanks for your feedback!
I had problems with the camera perspective at various locations. Other than that and maybe the lack of sound effects really not a bad entry. A web version would be nice to have.
Came back when I saw you did a Linux build.... your hosting provider appears to be down at the moment :(
Damn, you're right! I'm uploading it somewhere else right now. EDIT: Aaaand it's up! Thanks for telling me @jason-kennedy!
@citsua, you need to do the universal Linux export from unity, you only did the 32 bit version... can't play a 32 bit version on a 64 bit os :(
@jason-kennedy This time it should be working! Thank you very much for the info, I didn't even know there was an "universal" option when building the game in Unity.
@citsua, that got it, worked great
wonderful game... some audio would have really sold the game.
2 game play mechanics gave me trouble.. it was unclear why I couldn't grappling hook over to the island given that I could grab basically everything else... it was also unclear that you needed to shift-hover to actually make the gap. didn't even see the grappling hook at first through the pile of blocks.
Some clean up on the game and some more levels and you would have something that could be put in a store.
Camera is a major PITA, at the very least on the Linux version. I had to move my mouse by at least a few good meters to rotate camera by 90 degrees. This made me stop playing extremely fast. I like the low-poly graphics, though.
@jason-kennedy: thank you so much for your feedback, and for your patience too! I know there are (were) a few bugs with the grappling hook, so that's probably what happened to you. But do not fret, for I have redone every module from scratch since the Ludum Dare and they are now mostly bug-free ;) I'm also redoing the first level (it had a really a bad and rushed level design, honestly). Thanks again!
@makiki99: that's really weird... on Windows at least the sensitivity is quite high. I guess it's a Linux bug, and I don't really know how to fix that since I'm on Windows. I'm sorry this stopped you from playing :(. I'll try to look into it! Thanks for your input!
I always like platformers and this art-style is pretty nice too. I am used to a pretty low sensitivity, so the camera felt pretty wild on Windows. Still totally doable though. One big complaint is that the text-boxes use space to advance, but you use 'f' to open it. I think it should be the same button, or allow both. If it going to be a different button there should be something telling you that in the text-box. More of an annoyance than an actual problem though. Also, the grapple module was really hard to notice. I confused it with the battery draining pillars ahead and only went back to look at it after I fell down and noticed it wasn't draining battery. The grapple should also have some minor display that it is about to be used. When aiming up (which is the only time I really used), the camera prevented me from telling the grapple was out. Maybe I am just impatient, but I kept clicking again and it would deactivate and take a second to be ready again. Possibly just a light on the arm that would light on connecting or a different camera angle would help.
I like the art style (which, I normally don't like this sort of look, but in the case I did find it appealing, not sure I can put my finger on what's different). Other than that my biggest complaint is that the most interesting module, the magnet module, is really only used once; of course, in a LD context (particularly compo) there's not a lot of time for level design, so the limitation is understandable, it just would have been nice to see more of that one.
Other commenters have already mentioned the usability/UI issues. For reference, I can confirm that on MacOS it's a similar situation to Windows, the camera is if anything too sensitive. Anyway, other than that, I liked the entry!
@prototyke: thank you for your feedback ! You are totally right about the dialogue boxes. For some reason this thought has never even crossed my mind and you're the first to notice this problem. Thank you very much! I don't really understand what you mean when you say you want a "display when the grapple is about to be used". Do you mean "once the line has been shot"? If so, you're right, and I'm working on fixing that. If you meant "when you can release right click to launch it", well, if you're aiming (maintaining right click), it already means you're about to use it!
@philomory: thank you! I am very glad you like my graphics style, especially because I am pretty bad at modelling so I am forced to use this kind of visuals. You're right about the magnet, but there was also a secret (non intended, one of my friends discovered it) way to use it : you could basically create a "magic carpet" of cubes and fly to the big island! Anyway, I would have loved to make the level longer, but unfortunately I spent too much time on the modules and made the actual level in the three last hours of Compo. But, in case you come back to read this, I'm currently redoing the level from scratch and I've already added a few new functionalities to the magnet (for example, you can aim and shoot your metallic items like a gigantic spike). Thank you again for testing on Mac, it's useful to know how my game works on each OS!
The game looks nice! However, I got stuck after getting the magnet, I got locked because I activated it and the metalic cube fell down. :(
The camera movement is kinda weird to be honest, and the jumping feels slow. Sounds would definitely be nice, it would improve the experience. Otherwise, the game looks really polished! Good job!
I really liked the game. I'm impressed how many mechanics you managed to implement in such a little time!
This game reminds me a little bit of the zelda series. It's a nice little game to play around with the implemented mechanics. Controls need a little more polish. Overall good entry to showcase your mechanics!
I Played this in Stream Today at Request of the Developer: https://www.youtube.com/watch?v=ekGMbpHGKUE
The 3D Art is really, really impressive! My big issue came from the character controller which kinda drove me a little crazy. Great job on the Art, only 3D Mascot Platformer-like I've really seen all jam.
Hey there! Just played this, and it's very good! I'm typically not a big platformer fan, but I enjoyed this and the physics-based abilities. Graphics and controls all seemed good to me. Would play more of this!
@pavel-kouril, @behenate, @marin0104, @occultone, @sputnik3d: thanks everyone for the feedback! I'm really glad you (mostly) enjoyed my game. Thanks for the criticism as well, it's really helpful!
Rather cute little game, though the 3d-platforming/controls got annoying fast. I like the module-mechanic and gating.
I think the world in this one looks really nice, but the character design choices were pretty weird, especially the spring and magnet upgrades.
My only main gripe, though, is that the movement feels dangerously unsafe, probably due to a very slight bit of deceleration when the player is trying to stop. It gives the feeling of sort of being 'on ice' the entire time, and with platforms that small there's a lot of precision jumping and keeping the camera tilted down to make sure you don't accidentally fall through half the whole level.
Otherwise, good job, though. 3D stuff is not always simple to do in 72 hours or so.
Woow! Very nice!!!
The fact you got a little story wrapped up in there in so short a time. A nice little character and set up. Dialogue and a text widget too. Really nicely put together.
Unfortunately, as soon as I got the magnetic power up I used it, and pushed the metallic cube I was using to keep the door open, over the edge. I trapped myself in the magnetic power-up room. A very simple fix would be to have the door stay open after we pick up the power-up whether there's a cube on the button or not. If it weren't for that little cock-up of mine I would of played longer. It's an unfortunate, tiny thing missed during development that mean't I ran out of patience and couldn't see the rest of the game. Perhaps a few minutes of play testing around that puzzle would of picked that up.
Don't take it as a slight on the rest of the game though, it's a nicely made little jam game with a lot of ambition behind it.
Hopefully, we could take away the lesson of playtesting a little bit before uploading.
Really cool game :) I liked how you got a little story in it and with the upgrades it was a bit like a Metroidvenia. It took me a while to get to the island cause I thought I had to use the jetpack to get there.
All in all it was really well done :) Congrats!
good job, it's very nice. 0.39 inch [3944AG](http://www.xlitx.com/datasheet/3944AG.pdf) led [3944AG](http://www.lanpade.com/7-segment-led-dot-matrix/3944ag.html) 7-segment [3944BG](http://www.xlitx.com/datasheet/3944BG.pdf) display [3944BG](http://www.lanpade.com/7-segment-led-dot-matrix/3944bg.html)