Foon →
Ludum Dare Explorer →
LD39 →
A Developer's Nightmare
A Developer's Nightmare
By testudor and Klon160
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 607 | 3.08 | 26 | |
| Fun | 680 | 2.73 | 25 | |
| Innovation | 432 | 3.04 | 25 | |
| Theme | 622 | 3.17 | 25 | |
| Graphics | 626 | 2.95 | 25 | |
| Audio | 390 | 3.04 | 25 | |
| Humor | 184 | 3.09 | 23 | |
Comments
nidup
2017-08-01 11:45
Congratz for your first entry :muscle: ! Lovely pixel art, idle and animations! Good music & ambiance, could you please give details about commands to use or how to play the first puzzle, i tried lot of combination, "E" make appear some rope but i don't understand what i need to do :cry: Ping me if you give details, i will re-test and update rating :rocket:
testudor
2017-08-01 12:40
@nidup Thank's for your feedback! Regarding the puzzles: What platform are you on? Did you by any chance use one of the Linux builds? We've just found a pretty bad bug which breaks our drag-and-drop script on Linux. Maybe you could try the WebGL version for now? That definitely works.
franfox
2017-08-01 13:38
Nice game, it's hard to play (the platformer part) but the programmer's life is hard too so... 👍
Nice concept and puzzles, solid pixel art and animations. Unfortunately, the platforming is kinda frustating because there's a lot of inertia in the character's movement and the coffee meter goes down so quickly you can't be precise.
Other than that, the game is really solid and looks great !
ray
2017-08-01 13:39
The mix of platformer and puzzle is fun and entertaining. But i have some trouble with controls - the platform are too 'slippery'. Or it's just me, who could not play properly :)
This pretty cute. I like the music a lot! But the controls and the platform difficulty are rough.
I really enjoyed the puzzle concept, it was well thought out and executed. However, I don't think the rest of the game is particularly good. The jumping felt clumsy and the glitches were just annoying. I could have dealt with this, if not for the fact that if you die you had to restart the whole level. Furthermore, I didn't like the coffee mechanic. You just didn't have enough time to make it too the next coffee cup. Often when you make a game, the game is really easy for you. But often for someone who has never played the game before it feels like it is too hard and unfair. In think you should have just focused on the puzzle mechanic and scratched the platforming. Or ,at least, added checkpoints after each puzzle. I hope this feedback helped you, I don't mean too offend you in anyway :)
spice135
2017-08-01 13:58
Hey, I didn't understand the first puzzle and kind of caused me to rage quit. If you can help me with the controls and instructions I would love to play it and give it a more fruitful feedback. Love the design ideas used though! (I was testing on Windows)
smbe19
2017-08-01 14:00
While the puzzle seemed interesting the platformer part was way too hard. It was especially annoying to have to start again at the start and wait until he said his sentence. After you solved the first puzzle for the hundredth time it's not interesting anymore. A checkpoint system would have improved the game a lot.
But I liked the graphics and the music.
Interesting concept! I like the jiggly stuff :) The mix of pixel art and physics based animation gives the visual atmosphere of your game a very nice flavor.
I've played the WebGL version and first I had a similar experience as @nidup mentioned. I didn't know I was supposed to use the mouse to drag stuff, so first I pressed different buttons, and E made more bridges to appear, which made the puzzle unsolvable. Then I restarted and figured it out. I think it would be worth solving so people don't get stuck too early.
Also the character controls are a little bit slidy, that makes the platformer part pretty hard.
Do you plan to keep going with this game? I think it would be worth it, and in my opinion it would be a good idea to think about what kind of experience you want to focus on. Maybe building up on the puzzles, and simplify the action in-between would give a more consistent gameplay experience to the player? Right now it feels a bit frustrating to me, because it is at the same time a puzzle game (slow paced, rewarding progression, curiosity for what's coming next) and the aggressive fast action moments are interrupting me in this experience. You could for instance make it more like exploring around. Plus choosing one particular aspect would allow you to spend more time for polishing rather than developing too many different things. But that's just one idea and I'm sure there are tons of possibilities.
Anyway, that's a really good start, congrats! Good luck for the future!
Nice idea, story and combination. Some suggestions - scale down difficulty on platformer, and automatically complete puzzles on restart. So we do not have to play same puzzles over and over.
demi
2017-08-01 23:33
ohh, no i fell asleep. Take a while to solve the puzzle. Why i get more wires with SPACE? But as i solved the first puzzle it was quite interesting mechanic.
Hmm feels like I the last weekend. He is really tired.
I played the webgl version. Tried for 5 minutes but couldn't reach the second puzzle. I found it very hard to control the platform part. The same first puzzle adds a lot to frustration when you have to do it 15 times to try to do a jump just to get hit by a "glitch". I liked the pixel art, and animation for the chains though. You tried an innovative format (mixing platform and puzzle) but didn't solved it with playability in mind.
bonelazy
2017-08-02 21:14
Very nice graphics, and fun puzzle mechanics but the puzzles were a bit too simple (you could just connect them at any order and it was easy). Overall a good game though
oparisy
2017-08-02 21:23
I could definitely relate with this poor programmer's lack of sleep :)
I likes the fact that you made a full game, with sounds, differents levels and kind of screens, some music.
Controls could be improved, though. I had the feeling your had two set of keys (WSAD pour menus and arrows for moving the player), and I had to switch back and forth to the mouse to solve the puzzles. Since the coffeemeter runs fast, I lost numerous times since I did not got to the keys fast enough once the puzzle was solved. Frustrating!
I very much like the idea - blending two genres like this can go either way, but you've managed to pull it off - and I like the graphical style.
-The controls for the platforming sections are far too floaty and slippery. A couple of times, I slipped off the side of (I think) the second jump because I kept the D key held when the character's head got caught on a platform and they floated further to the right than I anticipated.
-Continuing from that point, perhaps space out the platforms that are in a zig-zag pattern so that there is more headroom for the player to jump.
-I like the fact that the first puzzle is so simple - it works extremely well as a tutorial level for the puzzle sections. The mechanic is easy to grasp due to the inclusion of this introductory puzzle. Then, the next puzzle introduces different shapes in another safe and simple setting.
-I liked the music, but it's a tad quiet compared to the other sound effects.
-The coffee meter depletes so fast that if I made a single mistake on the platforming sections, I was already doomed. This isn't helped by the fact you have to start over. Or at least, I didn't get far enough to reach any checkpoint... I know I just praised the introduction level, but it gets annoying after the 6th time. :p
-While I do really like the idea of the visibility reducing as the coffee meter depletes (it reminds me of when your eyes start to shut themselves when you're REALLY tired), the effect is perhaps a little too extreme here. I think that's just my opinion, but it's one of the many things that make the platforming difficult.
-I do appreciate that the puzzle levels don't have a timer of any sort. I think the platformer sections ought to be a bit hectic (just toned down a little), with the puzzle levels acting as a well-needed cooldown period.
It's a solid idea - it just needs a bit of refinement for the platforming sections. Why not try tweaking things a bit and upload a post-competition version? Also, an idea that just popped into my head:
-When the coffee meter is low, you could try blurring the scene and adding snoring sounds or something? I think you'd have room to add something like that if the current eye-shutting effect was toned down slightly. It'd really feel like you're falling asleep then!
bombjack
2017-08-06 08:57
The idea of mixing platforming and puzzles is great. However the hero moves too fast and too imprecise to make the plaftorm part fun. The puzzle idea is amazing :smile: Good job!
2021-12-29 16:22
Many countries across the world face increasing pressure to meet the escalating needs and expectations of their inhabitants. However, the need for technology is also rising. The problems faced by key industries like telecommunication, energy and banking are vastly being changed. Telecommunications are now serving a larger and larger number of users and are continually evolving from the traditional wired network to the internet. This technology has full access to the internet and a huge number of applications and software tools are in use about https://mobilunity.nl/blog/faqs-over-het-inhuren-van-externe-ontwikkelaars/ site. One of the services that are playing an increasingly important role in this all-important business sector is mobility . Mobile, or mobile internet, is