FoonLudum Dare ExplorerLD39 → Ready, HANDHELD!

Ready, HANDHELD!

By emanvidmaker

View on ldjam.com

CategoryRankScoreCount
Overall4443.1021
Fun5742.5721
Innovation3213.1021
Theme694.0021
Graphics5012.7321
Audio2143.1521
Humor2122.7220
Mood4232.7518

Comments

mattdahepic 2017-08-01 01:11

You have to hold down the jump button for about a second before you actually jump and you can land and jump off of the sides of pipes but other than that the sound is good, the art looks cool, and the idea relative to the theme is done very well!

If you play in fullscreen there's no way to exit the game outside of ALT+F4.

tayopi 2017-08-01 01:27

The concept was pretty good and was right in-line with the theme. The controls were a little wonky for me. There were times when I be right next to a platform and I would jump up. Also, I felt like you fell way too fast. Everything felt very floaty until I let go of the down button.

zchen 2017-08-01 01:31

Interesting little game. I enjoyed the game slowing down and growing darker when you're running out of batteries. It was a cool effect and created a some tension and urgency when moving through the level. I'm not sure what the 'coins' did, I skipped picking them up in the second level. Good amount of content created for 48 hours!

There's like almost a full second of delay when pressing the jump button for me. I'm not sure if it's just my device but for a platformer that was the most frustrating thing about this game; having to do precise jumps with a delay in the controls. Also the collision with the walls were a bit strange. There were times where the character would get caught by the side of the walls and even allow players to jump off the sides, I'm not sure if it's a wall jump feature or not since there was no feedback for it.

cornelia-xaos 2017-08-01 01:36

I notice you made your game in Unity. It would be nice if you could export a Mac and Linux build so that those of us without Windows could play too!

drprettypatty 2017-08-01 01:38

I especially liked the music, it fits well and the way it reacts to the power level of the Handheld. You weren't kidding, the gameplay is hard-- I think it could be improved with tighter controls, but playing it enough gives you a feel for when the jump happens. The take on the theme was a clever idea, it actually made me relive the feeling of when I was a kid and racing my Gameboy's battery life. It was cool how you made my motivation for forward progress vs. finding a battery change based on the amount of power left in the battery. Nice work!

ianburnette 2017-08-01 01:42

Very nice! I especially like the way that the screen fades and the music slows as you get closer and closer to no power - and it really reminds me of the feeling of not really knowing how much battery power you had left, but knowing that it was bad and that you were running out of time. In fact, the mechanics are nicely balanced - you've got the shamrocks(?) to collect and the copious checkpoints to find, and those both play nicely with the batteries. The checkpoints mean that you won't have to go back far if you die, but the batteries don't respawn (right?), so you've got to learn from your mistakes and get better. The jumping did take a while to get used to. I liked the music a lot, and the sfx were spot on. Is that bfxr I detect? :)

pixelsplash 2017-08-01 01:43

Love the music and the creativity! the gameplay could be better

kunonooni 2017-08-01 01:44

The jumping controls need a little work as there is a delay when you press the jump button. I loved that when the battery power starts to run out the music starts to slow down and the screen starts to fade. Overall it is not a bad game. Well Done!

aevek 2017-08-01 01:46

Jumping feels kinda weird, the snap down is super sharp and basically means that the jump button should be held until the character is back on the ground. The battery dying effect is super cool and even though I've played games with a similar mechanic for this theme so far this is done in a very different and interesting way, great job. A lot of game here for 48 hours too, awesome work.

cornelia-xaos 2017-08-02 02:28

Interesting concept.. I like it.. but like others said, that delay in the jump button is really bad. I found the game really hard to play because of it as it made timing jumps really, really difficult.

grandtheftmarmot 2017-08-03 23:19

I kinda liked the delay in the jump? I mean, it made the whole thing feel more nightmarish and like a dream? Which I kind of like in game jam games. I thought this was really funny and fun.

bombjack 2017-08-04 18:40

The music is too loud and repetitive. The jump is not very precisse. But the general look of the game is quite good.

pbg 2017-08-04 23:24

Creatively, this game is on the mark. Great theme, the darkening mechanic is solid, and the moving of the gameboy is silly. In terms of platformer mechanics, the game has some serious jank. The delay on the jump doesn't really make sense without an animation - it can be done, like commander keen, but there's no indication of that here. Regardless, this is the kind of jammie game i come to ludum dare for. Nice job!

excitemike 2017-08-05 00:17

The jumping took some getting used to. I thought it was a bug at first. But this was really neat! I loved the screen darkening and the gameboy moving around :)

kiirohanabi 2017-08-05 03:14

The concept with the gameboy and all is really good, but the input delay was causing a lot of deaths. However I suppose you know it already so I won't say much more about it :D

The graphics are nice and the music too. Also I liked the dying battery animation! Would definitely play again if you manage to fix the controls!