tad 2017-08-01 02:40
Looks and plays great! It's very fluid. Great work! :D
Foon → Ludum Dare Explorer → LD39 → Hypersquare
By klekky
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 348 | 3.47 | 25 | |
| Fun | 165 | 3.60 | 25 | |
| Innovation | 62 | 3.91 | 25 | |
| Theme | 347 | 3.60 | 25 | |
| Graphics | 507 | 3.30 | 25 | |
| Audio | 573 | 1.46 | 17 | |
| Humor | 590 | 1.88 | 19 | |
| Mood | 648 | 2.75 | 22 |
Looks and plays great! It's very fluid. Great work! :D
Great feel to it! Really difficult, and maybe too chaotic to feel skillful, but I really dig the core concept and would play more of something like this. Way to go!
Amazingly fun!!! A tough game, but that makes it very entertaining. I love the physics and movement mechanism--very creative
@tad @snotrocket @artur-hawkwing Thank you guys so much for the feedback! I'm glad you found my game enjoyable.
Yo, listen up. There's only enough room in this town for one Hyper Square, and that's mine! (made for an unrelated, non-Ludum Dare jam: https://superpokeunicorn.itch.io/hyper-square)
All jokes aside, this is a pretty solid game. The controls are smooth and the gameplay is energetic. I like how hectic the game can get. It's one of those "throw yourself at the problem until you make it through" kind of games. The lack of audio is a bit disappointing, but understandable given the time constraints. Overall, I enjoyed my time with this entry, even if you SHAMELESSLY STOLE the very original name I came up with myself.
Really hard, but super fun. I wish I had more time to play it but its late. Great work! Air movement is confusing at first but, It works well. I do want to understand how the charged jumps work though.
@superpokeunicorn Dang, your game is pretty cool. It's pretty amazing how many mechanics you could get out of that one dash attack. I like how it has both risks and rewards. Also, I think you're mistaken. My Hypercube is one word, and yours is TWO WORDS. They're obviously different titles :wink:
@sno0w Yeah, I should have explained the jumps better. There is no charged jump, but if the explosion of the bullet hits you, it gives you an extra boost. Thanks for the feedback!
Nice idea. Really tough little game. Well done. For a while now I've been wanting to make a game similar to that. Please check out my game: https://ldjam.com/events/ludum-dare/39/torch-boy
Nice concept! Very hard though! please check out my game too! https://ldjam.com/events/ludum-dare/39/with-extra-steps
The actual controls screen in-game seems really tiny on my screen and hard to read. But I like the concept, and it is pretty fun. It can be hard to control though. Other than everything being small, I think the graphics (though simplistic) look good!
Great game and entry! I would have liked to have more control mid air but then again I guess that is what makes this game hard :)
Great mechanics. Really polished and fleshed out for a LD game. Loved it, nice work! :)
I found it interesting, you shoot and walk backwards, you can do many traps because of that lacked some sounds to give more life to the game XD. However good work.
Gun recoil movement! Very cool mechanic.
The gameplay feels a little too chaotic, in a game when almost everything OHKO you (I think the shoots from enemies are the only exception here), the amount of control the player have over the character is key. Or maybe you could keep the same movement, remove death and build something purely based in precision.
Great game! very funny and interesting concept, i love it!
Interesting style and movement mechanic! I played an hour!
Awesome :3 <3
To be honest, I don't really like it. I spent 30 minutes getting past level 1 and then gave up shortly into level 2. This is going to be a fairly negative review and I hate giving those but here we go anyway.
A platformer that forgoes traditional jumping is not something you see often. I commend you for innovating in that regard. However, I didn't find the jump replacement mechanic fun at all for a couple of reasons:
* it leaves no room for error. Many times, I'd blast off to somewhere I couldn't see at the beginning of the blast and the end of the blast would be on some spikes, and there isn't time to correct the trajectory. The only way to avoid this is to play the level again and again until you've memorized it. I don't find the trial and error of this process fun at all.
* there's no room for minute adjustments. All motions are huge motions and complete commitments to a trajectory. (this is kind of a repeat of the first point)
* combat with so much recoil isn't fun. It's already really challenging to keep track of several enemies at once that are all shooting at you; the fact that 95% of angles to shoot at result in death or falling all the way back to the beginning of the level pushes combat from challenging enough to be fun to challenging enough to be a pain.
I also think that there is too little friction between the player character and the platforms. Soooo many times I would FINALLY land on a platform I was trying to get to, prematurely celebrate, and then bounce/slide off. But by far my biggest issue with the game is that it *requires* trial and error.
Of course, all of these opinions are subjective. I don't play many platformers and I don't play many super hard games; yours is both of these things, so I'm definitely not the intended audience.
@iamsodarncool Thanks for the honest feedback. It's nice to hear an opinion from a different point of view. I'll try to see what I can do to design the levels/movement better.
Very challenging game. Too bad there wasn't any audio... The graphics could also use some work to make it all more interesting. Still, it played really well and smooth so well done :slight_slime: