ikigaiseitetsu 2017-05-01 14:12
Easy and fun! Though I take 3 tries to start the game (in the opening screen), once I master the skill to figure out the tracks, the game becomes very relax to me.
Love the design of level 5 and level 8.
Foon → Ludum Dare Explorer → LD38 → Throw
| Category | Rank | Score | Count |
|---|
Easy and fun! Though I take 3 tries to start the game (in the opening screen), once I master the skill to figure out the tracks, the game becomes very relax to me.
Love the design of level 5 and level 8.
@ikigaiseitetsu well, at least everybody who manages to start the game is sure to know how to play :) thank you for playing :smile:
Fun game :) Love feedback when the world enter the goal ^^ Very cool music too, good job !
Now that I think about it, I haven't seen much games out there based on throwing mechanics at all. Isn't that odd? I liked it, although the throw can sometimes be a little unresponsive.
Really nice game! I love the face that the mechanics for the menu is the same as for the game! Your levels are really good and I really like the sound effect when the little earth hit's its target and is moved to the center of it's place. The animation for that is also really nice. All in all a great little game! I would love to play more levels like this! One thing I was missing was the information which level I was currently playing, maybe you could add that to the UI
A fun yet challenging game. I like the way the little orbit catches the world when it hits. :)
First word that comes to mind when i want to describe this game is 'elegant'. It feels polished and art style is just so adequate for this game (audio also matches pretty nicely). I like how even menu is part of the game. Difficulty curve is just right and new mechanics get introduced gradually so player doesn't feel overwhelmed from start. Also decent amount of levels and they are neatly designed.
Nice, it took me a while to workj out how the main menu worked XD but thats probably just me being silly. I really enjoyed this, I'll keep it and play it some more after voting ends
+1
Simple and fun!
Nice physics-puzzle game. It reminds me the game "Bloons". The physics, of course, is nicely made (although the ball passed through the walls twice). The character could have some animation.
Give me more levels. Great job.
Beautifully simple with great level design. Gentle, relaxing gameplay, with gradually increasing challenge, left me wanting more. Imaginative take on the "Small World" theme. Nice work!
Great idea and execution. I loved the music, it really contributes to the overall mood this game has. Considering this is a Compo entry I think you really managed to squeeze quite some quality content into it. Some levels were a bit hard but I managed to complete all of them, yaaay! :smile:
Great work, keep it up!
Nice way of interpreting the theme!
It took me some time to get where I should click to throw the planet (at first I thought it could be done anywhere on the screen), but after that it all went pretty nicely!
The effect when the world reaches the goal is pretty cool, and how the camera follows the planet too :)
Pretty nice work on the level design and how new mechanics are introduced!
I guess the next step would be some animations on the player maybe ^^
Keep going like that!
Well executed game. Simple but still interesting to play. The levels are well done (except maybe the one with the diagonal "bouncy thing". No matter how I hit this thing the world went into the spikes on the top. I had to smash it against the wall to get it out, but then sometimes the world would fly ("tunnel") through the wall on the right) and fun to solve.
Loved it! Nice, relaxing game. Even though you had to try a few times to complete the level, you are never frustrated... you *want* to finish. Great job.
Thanks for all the feedback you guys!!
@smbe19 you can throw the world in a high arc so it has the right angle to bounce through the tunnel :)
Oh wow, I **really** enjoyed this one. Great level design with a solid difficulty curve, simple but clean visuals, a soothing piano track playing at the background. Making the menu interactions in the same style as the core gameplay is always a nice touch and something that I truly love. If you made the artstyle a bit more cohesive and added a bunch of new levels I could definitely see myself pay for the pleasure of playing this. Great entry!
@palemachine thanks alot :relaxed: what would you propose to make the artstyle more cohesive? I tried to follow the concept of simple, single color level-building-blocks to contrast against the colorful background, the world alone should be something the eye easily follows. Please don't take this as an angry response, I genuinely want to know :smile:
For something so simple as this, it was strangely addicting. The ball physics felt good, and I enjoyed the variety in the puzzle elements. Struggled with level 4 (angled bounce to hole behind player) and the final one. But, made them all in the end. Music was nice and comforting, and overall it led to a satisfying experience while playing.
Good job!
Some good level design in there. I like the overall look of the game as well as the ball physic. I think the game would benefit from having a shorter validation time when the ball reaches its target
After I managed to get this to work on linux (see second paragraph), I loved it! The physics and bounciness of the ball felt perfect! I found the level where you had to bounce the ball backwards rather difficult, however.
Now, getting this on Linux.
The .pck which you've packaged is just the Godot Engine. You didn't package the actual game, which is stored in a data.pck. I had to get this data.pck by downloading the mac version, going inside the .app, and extracting the data.pck from Throw.app/Contents/Resources.
So to get Throw working on Linux, you need to package the data.pck. :D
@willbl3pic thank you so much for explaining what I need to do to get Linux running without a ridiculously exhausting setup process!!! I'll package it all nicely in a .zip soon, for now I have uploaded the data.pck and described in the download instructions what to download as linux user.
EDIT: I have now packaged the data.pck file in the Linux downloads. Thanks again for the heads up :smiley:
Your game is really fun! Also, chill music and nice clicky sound :)
One of my favorites! My only complaint is that you don't handle collisions correctly, if you throw full force at a spring it will just pass through! Anways thanks for your submission I had a great time playing it, wished there were more levels!
Very very cool puzzles, really enjoyed it! Absolutely loved the menus too! Great work
Interesting, simple and yet, challenging. I had a lot of fun playing your game. I liked the sounds you used, but maybe the piano wasn't very fitting as a musical resource (or the tune).
Overall, great job! I'd love to play this game again in the near future, if you decide to continue working on it.
@somethinboutgames I'm not sure if I'm doing something wrong, I cannot manage to make the game to start. It ran well, I hit the "Start Game" with the mini world and nothing happens, am I missing something? please let me know, I want to try it.
@fiery-squirrel that is strange... Did you hit the black brackets and the world got sucked in? If not, that would be an easy fix :smile: What operating system are you on?
Liked quite a lot, very nice take on the theme! The mechanics worked well, and the audiovisual implementation served the game nicely! With a bit of tuning on the levels, more of them, and perhaps a pixel perfect camera implementation and some character design for the thrower, this could work quite well as a polished browser or mobile game.
Unfortunately, doesn't work for me on Mac. It runs, but I can't get past the title screen: M and E keys work to mute or exit, but clicking anywhere (such as on "start game") does nothing at all. :(
I'll try again later to see if I can figure it out.
EDIT: Nevermind, I feel dumb! FIgured it out.
OK, now that I've played it, I love this. A lot. I want more levels. And a better title screen, the current one is actually harder than level one, even after I got over my brain-fart about how to interact with it :-p
@philomory: glad you got it :smiley: I hope leaving most of the game to experimentation and some explanation without words in the background was the right choice :smile:
I was so excited when I played your game! Many Thanks!
@somethinboutgames Sorry, I missed your response, because there are no notifications implemented yet x_x My main issue with the art style was really just the player character. I may just be prejudiced against stick figures, but I didn't like it. However, I think it would look super cool if you made it look something like [this](http://i.imgur.com/diXZDyf.png) (based off of [this](blob:http://imgur.com/1b077549-3854-46fc-9a2e-92db2d9160c9) famous statue), basically a black outline resembling an ancient roman statue, but in the same pose as the stickfigure person you have in your entry here. I'd also maybe tweak the colors of the Earth ball a little bit and make them a bit softer. It's all very subjective, of course!!
Good work, fun to play.
Agree with other posters that the physics simulation timestep isn't small enough. On level 7 particularly, the world would sometimes go entirely through a spring mat, and once it got stuck inside it... I eventually figured out how to solve it without so much force, but still.
Even though I couldn't see the whole level for a few of them, camera following made it enjoyable to solve anyway.
Very classic. I love the game. It is quite challengine, and I appericate that. I am not a fan of the orange background, maybe something colder will be better (blue, green, etc).
@inabox: thanks for playing. Regarding the color, I was thinking about having a new level block with a different color every 10 levels or something. So I could start out in some calm color like blue and then slowly progress to a madly difficult finale in the current hot orange color.
Regarding the insufficiently small collision timestep: I looked into doing continuous collision detection in Godot. Turns out it hasn't worked properly for a long time so currently there is no in engine way of doing this, sorry.
Nice mechanics and design, I enjoyed the game till the end. The only thing I was confused with is main menu, spend 2-3 minutes to understand how to start the game.
Nice mechanics and design, I enjoyed the game till the end. The only thing I was confused with is main menu, spend 2-3 minutes to understand how to start the game.
Great game! Once I got the hang of the controls, everything was very smooth. The main menu stumped me for a while. If you were to expand on this, some markers for past throws would be really helpful to solve some of the puzzles. Good job!
One of my favorites so far. Wonderful and unique mechanics, great minimalist graphics/audio, I loved it. I was especially impressed with the number and quality of the levels you made in such a short time.
The only issue I noticed was some roughness in the way the world collided with certain elements. Specifically: - In the level where you're in the box with the spikes at the top, the bounce pad on the corner, and the goal behind you, I found the world just shooting through the walls when I threw it hard enough. - In the level with the super high wall that you have to throw over, the world didn't die when it hit the water...it just kinda sat there.
But that's all nitpicky! Fantastic job!
I really enjoyed this game, there's something very pleasing about the simple "drag and launch" format.
The music is very nice, you did a good job with it. The little tick sound as the ball hits the goal was oddly pleasing as well. The graphics are pretty simple, but for the type of game this is it doesn't really feel out of place. Does what it needs to do, and nothing more.
One issue I had was the start of the game. There's a lot of visual information hitting you right at the beginning, so it's a little bit unclear what to do. I understood I could drag the planet to launch it, but I had no idea yet that filling empty black capsules was my goal, so I tried to hit the white part a few times first. Then I was taken to a new menu which I had no was a menu. At first I thought it was either a puzzle, or portals to different sets of levels.
It wasn't until I completed the game and game back to it that I figured out that it was levels in chronological order. At that point I realized it was by sheer luck that I started the game at the beginning, because I could've just as easily chosen to start at the last level simply because I wasn't sure what it meant to send the planet into either of the capsules at first.
Those are just minor issues though, as I spent most of my time playing the game, and enjoying myself doing so. I think you've made a pretty good game here, this is a solid compo entry for sure!
I really like the game. The audio and graphics fit together really well. I love the mechanics and the start screen input method as well. Minor bugs are the only thing that was letting it down. Otherwise it was a great game!
I really liked this. Seeing the world get get tethered and pulled back to the goal is super satisfying. This might be cool on mobile.
Had some troubles playing your game :( I think I understood the first menu.. But whenever I got the planet into the black container it just started spinning around it out of control and flew off.
Very easy to understand to quickly getting started. Well used throw mechanic and added depth through various puzzles and new elements which change the behaviour of your ball "small world" :D It has several levels (which I guess took a lot of time in creating/testing) and they keep being interesting. Overall a cool game and I enjoyed playing it :)
Great work mate, Cheers
Really cool! I LOVE the background, totally stealing that effect someday haha. Beat every level except for 5.
Cool game! I like a lot that menu which uses the game mechanics and how you introduce physics to the gameplay.
I Played this on Livestream Today: https://www.youtube.com/watch?v=u_6NTcovuI0
The core concepts are pretty good, I think the engine failed you. I had serious collision bugs that kept me from progressing through the rest of the game. Definitely a good candidate for mobile platforms.
Possible solution would be to use Raycast Physics if your engine supports it rather than Box2D Physics.
A fun little mobile or flash-game style physics puzzler.
What I like: * Throwing the ball felt right. It took a bit of getting used to, but after playing with it a little while, throwing my "little world" felt good and I like how it was sensitive enough that I could make twitch adjustments to my throws. * Level design. A very nice mix of physics based and obstacle based puzzles here. Very well done. * Menus. I love how you incorporated the menus into the game. * Graphics. The simple portal-esk aesthetic you went for here is very nice. I love the simple backgrounds and the art on the "world". * Audio. The music was very nice and the sound effects provided nice feedback of what was going on. * The ball doesn't snap to the goal, but rather gets "sucked" into it. This is a nice bit of polish.
What I didn't like: * my character wasn't animated. It almost felt unnecessary that I was even displayed, since I didn't move my arm when I threw. * The blind throw on level 8. Never very fun :)
I love what you've done here. Good luck on the competition!
I really liked the level design and how you turned a few simple sprites in to an actual game! There were some issues with the collision of bouncing pads when the ball was moving too fast. Thank you for making this game, I enjoyed it!
@yyam: that should definitely not happen. Can you recreate that every time? What system/machine are you on?
@occultone: thanks a lot, the collision thing can again be not fixed easily because Godot, the engine I'm using, can't for some reason do continuous collision detection properly. However I have to say, a velocity that high isn't really needed anywhere. I'll post a walkthrough soon so you can see how the level you had difficulties with is supposed to be solved ^^ The bouncy platforms are entirely my mistake though, as I'm doing some manual calculations to reflect the world and I didn't really handle collisions from the side very well, that's why sometimes the world drops right through the platform :(
@cudabear: Thank you for the feedback. I have to admit, the blind throw was just to make a harder last level :smile: I'm sorry, it was 2 am, 1 hour before the deadline for me and I wanted to extend the playtime a tiny bit haha Also: tried to animate the characte with blender, ended up quitting after one hour to work on some levels and menus and stuff...
@mars: I understand the main menu is confusing for a lot of people, in a potential post compo version I'd add a help feature that shows how to play after some time of trying or a help button in the corner. For now I'll just upload a walkthrough in a little while, that should also help figuring out the fifth level (the one with the angled bouncy platform and the hole in the wall) Also I didn't have time to implement jumping to the first level from the main menu and unlocking the levels kinda one after another. That definitely would be something I'd want to change too.
@somethinboutgames I'm on Win 10, 64 bit. Happens every time lol, even after restarting multiple times. Interestingly, if I open up fraps and start recording the game, it doesn't happen! I think it's got something to do with the fps & movement/acceleration speed?? When fraps is open and not recording, it shows like >1000 fps and the problem still happens. When i start recording the fps drops to 60 and it the problem no longer occurs. Weird though because all the other movement seems to be independent of if I'm recording.
@yyam hmmm, that might be the problem. I think I'm foolishly adding forces from frame to frame, whereas the physics engine, responsible for the damping of the velocity, most likely runs at a fixed fps. Didn't expect such a powerful machine I guess, definitely something I need to fix, should I start working on a post compo version :smile: Thank you for your answer :smiley:
EDIT: all the other movement is fine because it is handled completely by the physics engine. Only when the world touches the goal I switch to manual acceleration.
Simple but effective, I like the gameplay mechanics, it feels fresh and really fun, especially when you hit that eureka angle and it bounces right. I'm a sucker for stick man art, but this was really clean and nice graphically anyway. Really innovative take on the small world them. Really awesome job there!
I finally was able to play it! very nice idea, I like the levels where you had to make the ball bounce many times. I'm not sure if someone else already said it but for mobile this would be a good game, you should release it there. I think that adding the aim path was a very good idea, that feedback really helps. As things you could improve, maybe more feedback and animations, I know that two days was not enough time to put more efforts on that but if you release it, would be nice to have more animations. Very nice game overall.
This is so so good. Simple but incredibly fun. The art and sound are fantastic. Integrating throwing the planet into the menu system was brilliant. Please make more levels. Fantastic job!
Very fun! Using the core mechanic to start the game was a clever move. The progression aspect worked well because of the level design, could have worked even better if the controls and physics worked more reliably. It felt a little sluggish at times and I also encountered a few physics glitches. Overall a good game with a great design.
I really really like how the planet gets "caught" and the sound it makes! The mechanic is well made, though sometimes the behavior is a little odd (in the zigzag level, when you use max force it doesn’t bounce with more speed, but instead it loses all momentum and stops). Simple, but good "base"!
Simple but works like intended. Physics is definitely working correctly and physics materials is configured to that the player can correctly anticipate the effect. I like how you used the game mechanics as the menu system. I've seen a few of these games in LD38. I had to judge you amongst entries like RoVR. Good fun though!
I managed to complete it after the stream. I like the idea of menus being part of the game. Gameplay was really fun and challenging. Good job.
This was surprisingly fun. Truthfully, I didn't think I'd enjoy it as much as I did. I was pleased to see that you used a gravity-like effect when the planet hit the goal (as I was expecting), and the sound effects were really well done. One thing to note is that in the main menu, it is a little misleading that there are brackets around the player. I thought I had to shoot up and over them, which made it a little difficult to hit the goal. I do like that the first screen acted as a tutorial, though. Also, while none of the levels stood out as being particularly difficult, they were all really entertaining to play though. Nice work! This was a solid entry.
The game was very fun! The 'tutorial' needs just one change. Move the 'Start Game' text next to the mini-Earth. Levels 1 - 6 were fun. Level 7 I saw what you were going for, but had a bit of a physics bug in the the earth would just freak out and get stuck in the grey trampolines. I had to 'cheat' by using my second monitor to get enough distance for the ball to ignore hit detection from moving too quickly, which in itself is another bug. I think adding a max speed to the ball will solve that issue though. You could also do with allowing the player to click anywhere to start the throw instead of having to click near the ball. Especially since your menu is controlled this way, this would also change the need for changing the tutorial level.
Those are minor quibbles however. Very fun, graphics were simple but clean, music was enjoyable without being annoying after loop and sound effects were practical. Theme was obvious but weak. Mood is a weird one since this is a skill based puzzle game. I felt like you were going for an Aperture Science type vibe, so I hope that is what you were going for? This game did make me laugh with some of the physics based things that happened.
Overall great job! I enjoyed playing it and aside from some minor physics based nonsense everything was well put together.
I like the concept, a very simple physics based hit the target, the indicator works well and i would have loved to see some animation on the guy throwing the ball(or planet earth from what i can see), but the bouncy thing when at an angle does not work as intended , im assuming i was doing something wrong.
Cool physics game. I enjoyed the puzzles. Great job on the levels. I agree with a few of the other comments. The stick figure was not animated so maybe a cannon or other object could have been used in it's place. Overall, a satisfying puzzle game.
Wooh!! Amazing mood and very unique gameplay! Really like the visual presentation. I also like when camera switch to ball when dead. The ball animation are nice done! Congrats for your great entry! Bonus Points for Godot Engine!
Really cool game !
It relaxed me x) I really like the music. That was not too difficult, not too easy.
I just have to point out the bugs of collision, but this is acceptable for a jam entry x)
I repeat what I was just saying : really nice entry ! Keep work on it, it can be a bigger game I think :)
Amazing game, I really enjoyed it - having the mechanic as main menu is rather cool. It seemed quite polished, because it was simple. Also enjoyed the parts that were added in easy progression. Thanks for a fun game!
I love the simplistic style of the game and I love playing with physics in games! so this is really good game!
There is something about these trickshot games that will be fun forever. Nicejob!
****What I Liked:****
* The starting menu was really cool! I was confused for a second, but I understood it pretty quickly, and it taught the main concept without even reaching the first level! * Lots of polish here! Good job with that. * The main throwing concept was simple, yet had enough depth to keep the player's interest. * Graphically, I liked the stick figure. It fit the simple mechanics of the game. * The music kind of reminded me of *Fancy Pants Man*, which coincidentally ALSO had a stick figure. The music fit the game in a similar sort of way, which was nice! * The level design was great! It was never quite too difficult, except the last level which *may have* been on the harder side.
****Minor Nitpicks:****
* The game was a bit short, but it didn't matter that much. * Honestly, it didn't fit the theme well. The "small world" aspect kind of felt tacked on, and didn't affect anything at all.
****Great job and thanks!****
Simple art style, but good. Good game
Its a really good game, its so fun and adictive. The art its simple but works well. Its a very good game ^^
I felt the arc and general feel to the "throw" itself was very nice, and found the graphics and audio enjoyable. Well done :)
Simple but attactive. Controlls are comfortable. The menu and level select is rather creative, too. Liked it.
Neat game! I included it in my Ludum Dare 38 compilation video series, if you’d like to take a look :) https://www.youtube.com/watch?v=vVqPS9hBhlk
Great fun and simple little game, nice for those quick moments when your drinking a cup of coffee with nothing to do :) Would be great to see further devlopments, good job.
@jupiter-hadley thanks for playing! You played the post-jam version though... (Added the looking around and some level markers)
A atraight forward intuitive projectiles game. Presentation is pleasant and innocent. An interesting use of game mechanics in the menu - I just fear some people struggling to select menu options quickly. :) Level design progressed steadily, and I didn't feel anything became repetitive. However, I don't feel the theme was well interpreted.
Nice game, simple and creative. I liked it. Perhaps some animations would have made it feel less stale. But the style of it was really cool. Good job!
I like games which use physics and yours is really interesting. I assume that you could increase difficulty, creating some crazy levels, but what you did is good enough.Presentation is pleasant, but it could be more sophisticated. Overall, I had fun playing. Thumbs up. Highly rated ++
Nice game! By the way, I didn't use an engine but I started writing one now!