egordorichev 2017-07-31 12:46
Interesting color pallete ;D
Foon → Ludum Dare Explorer → LD39 → Discharged Automaton
By serval-games
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 332 | 3.32 | 33 | |
| Fun | 323 | 3.19 | 33 | |
| Innovation | 448 | 2.83 | 33 | |
| Theme | 328 | 3.51 | 33 | |
| Graphics | 365 | 3.12 | 33 | |
| Audio | 257 | 3.03 | 33 | |
| Mood | 54 | 3.80 | 33 |
Interesting color pallete ;D
I liked the look of it from the screenshots but when I played it, it was just lagging like crazy. I like the music and entering the door fart sound effect lol.
Music a bit too lout other than that a stellar game.
Music a bit too lout other than that a stellar game.
Wow the mood is pretty great considering the super limited pallette. Theres also quite a lot of game here for 48 hours, well done. The jumping felt a little floaty to me but its a minor thing.
I'm left wondering where did that last portal go :s
Great game! The effects were cool and I enjoyed the boss fight at the end. The small touches like having the turrets be able to shoot each other through portals really strengthened the game.
I noticed a few issues with animations and sounds triggering with movement, so I looked through the source code. I would recommend rather than using the key press events using keyboard_check_pressed() in the code and audio_play_sound() for your sound effects. In order to ensure that things such as the footstep sound don't loop after the key is released, you could use something like:
if keyboard_check(ord("A")) or keyboard_check(ord("D")) {if not audio_is_playing(walkwalk) audio_play_sound(walkwalk,0,0)}
in the step event. This way, the audio would not loop by default, but rather be triggered again each time it ends. You could then easily modify this to further fit your game. For example:
if keyboard_check(ord("A")) or keyboard_check(ord("D")) {if not audio_is_playing(walkwalk) and not place_free(x,y+1) audio_play_sound(walkwalk,0,0)}
would make the footstep sound not play while the character is in the air. Another nice effect you could use for repetitive sounds is audio_sound_pitch(), which allows you to adjust the pitch slightly to make the sound less repetitive. So, you could do something like:
if keyboard_check(ord("A")) or keyboard_check(ord("D")) { if not audio_is_playing(walkwalk) and not place_free(x,y+1) {audio_sound_pitch(walkwalk,random_range(0.9,1.1)) audio_play_sound(walkwalk,0,0)} }
in the step event. This would make the footsteps sound slightly different each time, making the sound much nicer in-game.
Similarly, you could integrate flipping the character direction in the step event, and you would only need one sprite for your character. If you kept the walking right sprite only, you could do this:
if keyboard_check(ord("A")) or keyboard_check(ord("D")) { image_speed=1 if keyboard_check(ord("A")) {image_xscale=-1} else if keyboard_check(ord("D")) {image_xscale=1} } else {image_speed=0 image_index=0}
While the syntax is obviously a bit unclean, it is a quick way to ensure that your character looks correct while moving and removes the need for extra sprites and key press events.
Great job on the game and I hope this helped!
Nice platformer!
Sometimes you can stuck in the front part of an air platform. Looks like a collider thing.
Very simple graphics, basic gameplay, but seems to be a good simple platformer. I wish that there were more explantation what could leed to what and i missed some animations. But also i have to say the sound wasn't anoying and that means manyat the ludum dare :)
I hope you will participate next time again und you will follow some of the advices in the comments :)
Some neat ideas there with portals, clones and the devil. Surprising amount of content with a neat conclusion to boot.
The controls are the weakest link here, which is very usual. The collisions are sticky and the animations bug out whenever changing directions or jumping, which is to say when doing anything at all!
In general platformers now-a-days need polished and interesting movement mechanics. It is hard to get excited about the same old "move right and jump" spiel.
Good effort, great mood too.
It's a great simple platformer, with a little twist with the devil thingy. Also I want to point out about the collision, so sometimes it's feel like you can double jumping mid-air. Overall, Good Job.
This game did a great job of defying my expectations. The color design is very nice, and the sound and especially music worked with it to create a nice mood.
But at first I was like eh, this is a simple platformer, I've played games like this before, and honestly the controls are a little off for my taste with the jump too high and floaty and I'm having some collision issues getting stuck on the corner of platforms sometimes, so this is just so-so.
And then it started getting weird in a way I didn't expect. And weirder... and weirder... and weirder. And I was really drawn into this mood it created.
I still think some polish is missing from the platformer controls, but it's more than made up for by the subversive weirdness of the whole experience.
Played through to the end and definitely was reacting to the strangeness is a pleasant way. Nice job!
The real strength of this game is unexpected things! By the end you have doubts like "is moving straight forward is the right thing to do here?"
Bit weird gravity and walking animation. It works well though, love the simple palette; and it gave a creepy feeling. For a simple platformer, it could have been better as far as handling and gameplay goes, but the mood is set well.
It could be my computer, but when I ran the file, all I had was a black screen. The music played, but I couldn't get past that.. I'm sorry! I was eager to play this one!
Wow, the game surprised me! I was expecting it to be really bland, and the platforming kind of met that expectation, but the way the story developed was a very nice feature. It seemed like there were even multiple paths?
I have some Game Maker tips for you:
- Use 60 as your Room Speed instead of the default 30, it makes the game run much smoother. This will probably mess up your objects' speeds, but there's a trick to prevent that. Whenever you define a speed or a time in your game, write the time you want *room_speed, so it will always multiply. That way, you can change the Room Speed at your leisure, without having to worry about the whole game speeding up. - You seem to be setting the player's speed to 0 when landing, but you should only set their vspeed to 0, so that they keep their horizontal speed. - Turn off precise collision in each sprite's menu. Use rectangular hitboxes, they are much easier to handle and will help prevent your character from standing on their chin, going into the walls, etc. - Make your character's jump height vary, it makes the platforming much more interesting. It seems to me like you gave your player object gravity and upward velocity when they jump. It's unnatural, but in most platformers the player with move upward with constant speed until the player lets go of the jump button OR they reach their maximum jump height. Once one of those two things happen, the player either gets a constant downward velocity or gets some gravity, or mixture of the two. - It's really easy to glitch the player's sprite to they walk backward or walk without playing their animation, and it's fairly easy to fix if you write down the logic on paper before coding it. You should also freeze their animation when they're in the air. It's a small touch, but it makes the game a lot more professional. - Your levels could use a bit less blandness. Maybe add some more vertical levels, make more patterns like the ones in the last levels, more enemies, etc
Good job!
Great game mate! Just enough clues to let you guess what's going on in the story. I liked the player hitbox that let me jump of a platform with my chin. I felt like you had creative level design at some points, though that might be the lack of platformers I've played.
One gripe though, that screaming noise from robo devil, which scared the crap out of me at first, became really annoying after the 2nd time. Again, overall the game was great and I enjoyed making it.
nice little platformer, i liked the BG audio drums sets the mood nice. got rattled by turrets on level 2 hehe, enjoyed it.
I loved the mood, the palette was cool, so you can know which things you should interact with, and which you should avoid.
As mentioned before, there are some issues with the sound of him walking getting played during jumps, and walking animations working properly when you quickly change directions.
the music is a little repetitive but helps create an atmosphere for the game. The jump is a bit too floaty for my taste, other than that the controls work fine.
The sound effects can sound a bit harsh, eventhough they can sound pretty cool.
Gameplay-wise there wasn't much of a challenge nor real variety, the portals were a nice addition but it was starting to feel a bit tedious after a while.
I enjoyed it with the time I spent so good :) Enjoyed the music but SFX a little rough compared to music. But still enjoyed it :)
This is the best Ludum Dare game I EVER played. It has exceeded my expectations by a LOT. If it would be polished and fleshed-out, it could be a great horror game for 1.99 on Steam.
I really got spooked.
Nice complete idea. As others mentioned, I think the jump height should be variable, and there were some weird collision glitches at corners. Additionally the levels could use some more variety. Storytelling in game and mood were well executed.
Game is very nice. Graphism are simple but very efficient. Very nice job !