FoonLudum Dare ExplorerLD39 → Wind-Up Knight

Wind-Up Knight

By joemag

View on ldjam.com

CategoryRankScoreCount
Overall3103.3536
Fun2973.2336
Innovation433.9736
Theme124.4136
Graphics4562.8836
Audio1233.4736
Humor903.3434
Mood3862.8135

Comments

unclechris 2017-07-31 18:16

This is a fun game! I really liked it, and the mechanic made it more to think about than just a normal platformer. VERY well implemented. The sound effects were awesome. Some platforms were a bit close for jumps at times (but might have been me). It took a bit to keep him fully wound. VERY nice entry.

phantom-lab 2017-08-01 05:00

A solid platformer with the coolest looking biscuit-colored robot ever. 10/5 would wind up again!

tinfoilboy 2017-08-01 05:10

I enjoy this concept a lot. The idea of a wind-up toy as a mechanic is an untapped market, that I feel you could flourish in. Flesh out this game a little more, and I think that you have a sweet concept on your hands. The only issue I could see is that, besides the GUI, there is no indicator of when your winding is running out. Other than that, I found it pretty solid.

pixelsplash 2017-08-01 05:41

Love the music and the concept! I feel a little weird the mouse and keyboard (space and arrows) combination

mvdvelden 2017-08-01 07:44

Very original gameplay concept which you implemented briliantly in the game world. Some of the platforms (especially the first) were a bit weird to jump on. Overall well done!

simon-millard 2017-08-01 07:44

Such an awesome little game! A very interesting mechanic that fits the theme perfectly and is quite humorous as well! Easy to understand and fun to play; works perfectly for a game jam entry. I enjoyed it a lot, well done sir!

gilborn 2017-08-01 07:52

Nice concept! The roboter reminds me of Calculon out of Futurama :-D

raymoclaus 2017-08-01 07:53

Absolutely love those sound effects! It took me a while before I realised I could click on the wind ups multiple times rather than just once and wait til it runs out and up until that point it felt very limiting but then the experience felt a lot more fluid and enjoyable, making that more obvious could go a long way in making the beginning of the game feel more attractive to start with. My suggestions - if you choose to develop this idea - would be to have visual indicators for when a wind-up is 'almost' out of power, in its current state it is hard to keep track of all of them at once while also trying to platform and defeat enemies. Another suggestion is to have alternate controls for winding up like (1, 2, 3) for example which would make the game more accessible to laptop users if all they have is a trackpad. Overall though it was a lot of fun and it's a very inventive concept.

aycan 2017-08-01 08:08

best sound fx so far :) controls are hard but concept is very clever. it is quite funny when you try to fire but your weapon is out of power and you hear that sound. good job!

rocketship 2017-08-01 19:37

As the others have noted, the sound effects are superb, really gave the game a lot of personality. The wind-up mechanic I liked also a lot, it changed the mundane platforming into something where you had to pay attention to other things than just timing your jumps.

The background music and the graphics were maybe the weaker parts here but the game was very enjoyable because of the little quirks added to the tried and tested platforming base.

jnkrambrich 2017-08-01 21:52

I like the control concept but it is very hard to play it actually. The graphics are ok, and the sound is also ok :)

The controls destroys a little bit the fun but the idea is so great that i can ignore that :)

toadietechnika 2017-08-02 00:46

I've defeated the bad-bot king. Hooray! :D I've enjoyed the game because the mechanics are different from a lot of LD games I've played. Some enemies teleport sometimes and everything else seems to be working just fine. Good work on this game.

algu 2017-08-02 02:19

Very creative game mechanic. Having to tend to and keep eyes on the wind-up knobs turned what would've been a dull platformer into a very fun game. I enjoyed your game and it's mechanic so much that I didn't give up on playing until I defeated the Bat-King! Good job!

peachtreeoath 2017-08-02 04:08

Certainly nails the theme on its head, and oh man dying to the King BatBot was painful. I thought the UI was a nice touch and my favorite part of the look.

To be honest I'm not really a fan of manual 'upkeep' mechanics where you have you continually press something to maintain it (like UN Squadron's shooting system). I'm not sure how you could tie the current system to a more meaningful one though, and you have a more unique game as a result so I guess I can't complain :)

eggshelldog 2017-08-02 10:46

The idea is cool! I need to keep smashing my keyboard and my mouse at the same time, also i need to keep my eye on the monitor! Pretty like this feel of game which force me to keep focus on a lot of things!

At first I would like to say it's too easy but I am wrong when I face the boss! I need to smash my keyboard and mouse as fast as I can! Great!

autumnotopia 2017-08-03 09:50

The atmosphere was really well executed. The graphics and sound effects working well together. I also enjoyed the concept a lot, though it was a bit difficult for me to tell how much charge any given timer had.

jin47 2017-08-03 17:37

What an awesome concept to have to mechanix keys to check upon, I really loved the idea!. You did a great job with the sound effects for everything that happens in the game and the music which are nice!

Well done! Good job

pixzleone 2017-08-03 17:40

Fun take on the theme! At some points the platforming felt a bit unforgiving, and restarting from the start was a bit frustrating. Other than that, it's nice that there is music and sound. The multitasking required to keep your timers wound up while moving and avoiding enemies is a lot of fun!

Well done!

mortus 2017-08-03 19:12

I like that idea. Unfortunately, you can click winders on autopilot and almost play it like a normal platformer. It's still nice though, and I loved the boss fight. And since you can only fire horizontally and most enemies approach you from above it's difficult to hit them usually.

foxor 2017-08-04 13:21

Pretty fun! Platformers already stress my concentration / time management, so adding in a periodic task feels like a great way to change the way I play. Since time is so scarce, it really feels like I'm always running out of power.

I think the timers might be too forgiving though, since you can spam click them to wind them all the way up, and then you won't really need to interact with them for several seconds.

tddawson 2017-08-04 20:13

Nice! I especially loved the whistle effect as I fell to my death, haha :) I also found that the controls took some getting used to. I wonder if something as simple as grouping the dials closer together would make it easier to keep track of them and not have to feel scrambled as much. Of course, the fun draw of the game IS managing your different resources, so maybe that's not something you'd want. Either way, congrats on a successful Ludum Dare and best of luck with this and future projects!

zchen 2017-08-05 05:31

Impressive entry! It's a cool take on the theme and I definitely felt like I was running out of power as I played through the level. Those sound effects were spot on haha, points for humor on that. The game eventually became a click-fest for me but even that created a unique experience of multi tasking and balancing which system to wind up at any one time.

Good work!

pkenney 2017-08-05 15:48

Strong entry hitting all the bases. The audio was particularly good here, with nice sound effects a good background tune. An original concept right on-theme, and I loved how it made for a cool main character!

But I do have a beef: I think it wasn't ideal how you designed the overall game arc though. The level was relatively slow to move through, especially with all the stops to be winding back up. Bats were tricky, which was good, but this meant that I felt like my hp was this resource that was a long grindy loss coming in the future... that is, even if I failed on every bat it would be a long time before my punishment but it would be inevitable. I was worried about this while playing. Then after playing a while, I got a little bit impatient one time and didn't wind up my jump enough to take a series of hops I had in mind, and I fell into a pit and died. I said well this is it, the moment where we find out if I'm finishing the game because I like it, or if I'm quitting because it asks me to repeat long long stretches of play... the game sent me back to the beginning, and I was done.

The game was interesting/fun enough that I would have played to the end if I'd been sent back to a checkpoint.

So high marks for a bunch of really good features, aseets, and design here, but just something a little off in the way you've packaged it up for the player to enjoy.

2017-08-07 13:28

Lovely use of the theme!! I included it in my Ludum Dare 39 compilation video series, if you’d like to take a look :) https://www.youtube.com/watch?v=_XAlLzxVYeo

joemag 2017-08-07 18:44

Thanks so much for the play @jupiter-hadley

Great points @pkenney were I to do it again or work more on it I'd implement a checkpoint system. Definitely get what you're saying.

cttfow 2017-08-09 11:47

This was a lot of fun! The mechanics were working well, the game was easily understood and I even learned to like the silly sound effects. Good job!