FoonLudum Dare ExplorerLD39 → TRIAL OF THE 3 SUNS

TRIAL OF THE 3 SUNS

By godot35

View on ldjam.com

CategoryRankScoreCount
Overall2743.5850
Fun1913.5650
Innovation863.7950
Theme8242.2950
Graphics4673.3950
Audio4952.6548
Humor5082.1242
Mood4813.1147

Comments

mactinite 2017-08-01 06:00

Watching the arrows and also avoiding the eye monsters at the end was pretty difficult. Cool concept and solid platforming. Nice work!

surovyi 2017-08-01 06:01

Like you graphics and sounds.

martintristan 2017-08-01 06:06

Great platformer! I really liked the art style like a game boy screen. The platforming is pretty challenging as I keep on dying from the spikes. The boss was really tough. I died several times and still can't defeat it. Although I'm not entirely sold on the implementation of the theme in this game. Overall, an amazing game for this jam!

willdata 2017-08-01 06:08

Cool concept! I feel that the rhythm shooting seemed a little under-utilized but that's okay. I also liked the variety of hazards and challenges.

delalandii 2017-08-01 06:15

Loved the Game Boy style, and the learning curve is nice, great work! Btw I reached a level (a couple after the eye boss) where I repeatedly died at the final door with no aparent reason.

walterp 2017-08-01 06:33

Wow! Great length on this game, managed to emerge victorious :joy:. Great gameboy aesthetics and a bit of a Super Meat Boy feel. Love the rhythm style shooting, but I feel like it was underused and could get in the way of the level. Solid game! Keep up the good work!

justinooncx 2017-08-02 15:59

That was a pretty interesting game! The shooting mechanic was pretty novel and made the boss fights harder than they should be! I wish you would've explored that shooting mechanic more, as most of your puzzles were just platforming ones, and the platforming was a little shoddy at times. This has quite a bit of promise if you focus on one thing (hopefully the unique shooting mechanic) and design the threats and goals around them. Looking forward to see if you make any improvements!

korgo 2017-08-03 00:20

Wow! I am impressed by this idea. Jealous I didn't think of it myself! I was a little confused on the arrow system at the top at first but then I got the hang of it. This was actually a pretty challenging mechanic using all these different keys (although I am not that coordinated so there was a slight handicap for myself!). My only gripe is that I kind of wish there was music to go along with the arrows to make this more of a rhythm game (similar to Crypt of the NecroDancer).

duskpn 2017-08-03 00:22

Interesting game! The shooting mechanic is really creative and I like how you slowly introduce the mechanics.

I thought the jump was a little to hard to control.

Also, I love the GB style graphics!

algu 2017-08-03 02:27

I HAVE EMERGED VICTORIOUS! This may be my favorite Ludum Dare game yet! The challenging-but-fair-ness of the game kept me going all the way to the end. Your implicit way of teaching players new concepts was very smart and well thought out. It kind of reminded me of the way the first Mario game taught its players new concepts. The core game mechanic was great too. It made the combat as challenging as the platforming. Everything about this game was so well done that I was left feeling inspired to rethink the way that I go about making my games. So, thank you! You did and incredible job!

pixel-programmer 2017-08-03 03:29

Really great game! Was difficult at first but once I got the hang of it the game was really enjoyable! I'm also surprised at the amount of levels in the game. Good entry! :-)

lamm 2017-08-03 03:34

I like the concept and mechanics

sebastian-m 2017-08-03 03:52

I love your game, the plataforming is pretty decent and that is sucha cool shooting mechanic. I had so much trouble fighting the bosses. I couldn't beat the pizza skull.

The only bad thing I can say about your game is that it doesn0t fit the theme of the jam.

loadsofmana 2017-08-03 03:59

controls felt a bit loose, didnt really have anything to do with the theme, and trying to move and dodge things while appeasing the silly DDR mechanic was just cumbersome.

ninjascribble 2017-08-03 04:27

I love the unique mechanic! This felt like Super Meat Boy meets DDR, and I'd love it even more if there were music to go along with the keypress prompts. The platforming is alright, though the jump mechanic could use some tightening up. Really great entry though -- thanks for sharing!

reax 2017-08-03 04:31

Very cool mechanic. Very simple but effective graphics! Nice feel to the game. The boss was too hard for me but good job!

ramkey 2017-08-04 06:37

Man, The green artwork is the best thing to implement in game jams

hav24 2017-08-04 08:59

Cool mechanic! I think level design is good and I loved the game boy color palette! My only complaint is all about the character hitbox: it takes the whole sprite. For example at the very beginning in order to jump through 2 tiles you need to fit the sprite exactly in order to jump and pass. BTW good game keep up the good work! :)

benjamin 2017-08-04 09:12

The shoot mechanics + boss fight ( I could reach only 2 of them ) was excellent. I dont know why you add so many gameplay elements that dont use the shoot mechanic. saw coudl be frozen with shoot, you could need to active switch with shots or something. When I killed the second boss I was really happy and wanted another rythm boss or level using shooting.

nekusoul 2017-08-04 18:28

Whoa. There's a lot of content here and a lot of it is also very diverse. And it's backed up by solid gameplay. Only thing to critic would be the theme, which could've been implemented a bit stronger.

pixelproductions 2017-08-04 19:48

I Like the game and the shoot system. The dificulty it's the best of your game. Nice Job !

chacho 2017-08-04 20:17

Cool! The art is very good and is really hard.

luis-giron 2017-08-05 04:44

realy nice concept, the shoot system is very original! cool entry!

red-fan-games 2017-08-05 05:03

Extremely hard, not the platforming, that was well balanced. The shooting was just plain weird for me. Pressing a to go left and having the arrow keys not be related to directional shooting really threw me off. Still really good overall.

jeremy-ryan 2017-08-05 05:20

Nice concept, well implemented. Not buying the connection to the theme, but that's okay. Level order could be a little better; you don't shoot anything until pretty late on, so the mechanic is pretty confusing at the beginning. Controls weren't super intuitive but you get the hang of it after a while. High points on innovation. Overall neat game!

chaoseed 2017-08-05 05:38

I dunno, I can't seem to get the HTML5 version to work. The first screen says "Press A", but that doesn't work; I can click the thing with the mouse and get to the next screen, which says "Press Space", but that doesn't work either...I haven't tried EVERY key on the keyboard, but I tried all the ones named in the instructions!

godot35 2017-08-05 05:47

@chaoseed If you have a controller connected, its controls will override the keyboard controls. Thus if a controller is connected you must press L-Trigger instead of Space. The 'A' on the title screen refers to the 'A' face button on a 360 controller. Check to see if you have a controller connected, that may be your problem.

phlip45 2017-08-05 06:50

I really like the concept of a rhythm platformer. The implementation here seemed pretty solid. Collision detection was occasionally spotty though with things that shouldn't be killing me killing me and vice versa. That wasn't too bad though and it may have something to do with it being the HTML5 port. The thing that really kills me about the game is that there is no music. This seems the perfect kinda of game to go with some music that follows the beat. I realize that would be a pain to code, but even a simple ambient track in the background would have added a lot to the game.

---

Graphics were consistent and went well the mechanics. The sound effects were okay but could have used a little variety. Platforming was very solid, lots of control on the character, and the jumps were controllable. Instant reset on death was also very nice, shows you respect the player's time. I did feel it would have been nicer to have a few less of the levels where you don't actually use your mechanic in exchange for just a few more where you do. Difficulty curve was a bit weird. Seemed very slow, near static up until right after the big skull boss, then there is a huge difficulty spike. Overall though I liked it a lot.

mgpxl 2017-08-05 07:56

Really like the green-tinted, Game Boy screen aesthetic. I liked the atmosphere, though i feel that just a little bit of subtle music during the boss battles would help. The gameplay is very challenging but fair. However, I do think the sensitivity of the spikes is maybe just a little bit too much. Many times I died just from very barely touching them from the side. I found the controls a bit awkward and uncomfortable on a keyboard, playing on a gamepad seems like it would be much better. i think the shooting concept is really cool and unique and could possibly have been used more.

The only other thing i'd like to mention is that I think something like a very short death animation before resetting would be good. It was quite jarring and it made me jump a bit when I'd die in the later parts of a stage and it would suddenly jump-cut back to the beginning. A short death animation or panning the camera back to the beginning would help to refocus the player.

diptoman 2017-08-05 08:43

Great entry, I really liked the gameboy type aesthetic(although you used even lesser colors) and minimalistic graphics. The rhythm shooting felt slightly disconnected from the main platforming, though it did make the game challenging. I couldn't get past the 2nd boss, haha. It would've been nice if there was an indicator to show his HP, I had no idea how close I got to killing him, or if I was even doing any damage. The theme, I think might be a bit too loosely implemented.

pavelsovushkin 2017-08-05 09:57

Cool concept! Nice art! I also make game about sun, but they not evil)) https://ldjam.com/events/ludum-dare/39/scale-of-life

oparisy 2017-08-05 10:12

Harsh platformer (jumps were a little bit hard to control), but great concept and execution.

Loved the game boy / super meat boy visual style mashup.

christina-antoinette-neofotistou 2017-08-06 22:25

Old school difficulty, with a very fresh idea!! The DDR style shooting was a great touch!! Kudos for a very original idea!!

zenmumbler 2017-08-07 10:41

The left and right controls on a keyboard really threw me there for a bit but I emerged victoriously! Well done.

maggardjosh 2017-08-08 02:41

Solid platforming, controls felt pretty good. Really difficult but fair game, made me think of super meat boy quite a bit. Loved that you restarted instantly after dying. Took a while, but I emerged victorious! :smile: Great entry!

aurel300 2017-08-20 20:04

We streamed your game with Danae plays on Twitch. :) Here's a link:

[Danae streams Ludum Dare 39: Day 3, part 1: TRIAL OF THE 3 SUNS](https://youtu.be/LN1svjCl2z0?t=2h38m53s)

Nice concept, although the shooting mechanic felt a bit underused to me. As hectic as it could be, I wonder what it would be like if the arrows that you have to hit charge up your power bar, which you need to stay alive, move, and shoot. I also expected the game to be more rhythm-based when I looked at the screenshot first, but oh well. The graphics and levels reminded me very much of the 2010 flash game, Tower of Heaven.

Good job! :)