rafael-souza 2017-07-31 04:01
I liked the game, the ball has a very fluid movements, great mechanics =)
Foon → Ludum Dare Explorer → LD39 → Power Ring Facility
By herman-chau
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 89 | 3.81 | 23 | |
| Fun | 120 | 3.61 | 23 | |
| Innovation | 84 | 3.76 | 23 | |
| Theme | 449 | 3.28 | 23 | |
| Graphics | 305 | 3.33 | 23 | |
| Humor | 380 | 2.11 | 19 | |
| Mood | 285 | 3.05 | 21 |
I liked the game, the ball has a very fluid movements, great mechanics =)
I liked it, Commented on your post instead of here on accident. Was fun. really difficult and a little loose controls in my opinion Either way awesome game
Very fun game, but to short :sweat_smile: Please make a post jam version for android and IOS. It can be very fun to play on mobiles phones.
It's good to see another person using Godot!
The game has a great idea but it gets too hard too fast. It's one thing to require the player to do a precise platforming maneuver and another thing to make them do a bunch of maneuvers in a row without any checkpoints between them. I wasn't able to get past 2.001.
Oh! Before reading the above comment I assumed it ends at 1.003, just as I really was getting into it (past the 'stop' hallway) as a sort of metacommentary on game-devs running out of power during LD :sweat_smile:
(I see now that I also missed the 2nd screenshot, clearly showing a level I haven't got to yet.)
Anyway, I really appreciate how smooth it all feels, despite getting stuck outside of the level once: stuck.png ... and then there's no way to self-destruct, so you have to reload the game.
Love the aesthetics.
It's really creative as well! It's nice to see that there's still room to invent your own thing, even in platformers.
this is really interesting :) I personally have never played a game with this mechanic before (temporary power to jump).
The graphics are really nice - even though the art is super simple, the color scheme + physics are super good. (I swear, you must've used tweening somehow, its so smooth).
I think it has potential for a good story. To be honest, when it said 'stop', I was spooked for a bit :D
My advice is to move the "shift to discharge" text more to the left so it shows up in the whole screen; I was confused on what 'shift' would do.
I also thought it ended at 1.003.. woops. Not sure if intentional design choice or not! Either way, super fun and intriguing!
Overall a good game. I really enjoyed the jump mechanic and felt satisfying to use. I feel like the very glidey horizontal movement was holding this game back a bit since some of the jumps are pretty precise. Lastly I felt the clean and simple art worked very well for the game. Good job with it.
Really great game! A nice original idea, very well executed, and crisp minimal visuals :) Also, made with Godot! <3 I got to 2.002 but then it got too difficult for me ;)
Nice platformer with a great mechanics twist. I like it that the levels are quite unique and even if you've mastered one, you'll have great challenge at the next. Each level I've completed took me quite some time, but if I go back to it, I can speedrun with 2-3 deaths on each level max now.
Maybe controls would be better if you could move for a smaller amount at a time, it's hard to navigate narrow places sometimes. I also dislike that the rings can spawn right under you while you already have one, essentially killing you.
P.S. That jump though, almost made me rage quit (although as I've mentioned before, now I clear it 9/10 times):
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It's pretty hard. I love it! Ball movement feels really smooth. Mechanics is interesting.
Pretty cool concept. Liked the art style.
For 11 hours of work, a short and sweet challenge platformer is pretty impressive. The game's cleanly constructed visuals allow a player to focus on its strong core mechanic. I'll admit that it took me embarassingly long to realize that the overload mechanic was based on the number of power rings collected and not a time limit. This was despite the deliberate visual cue of the rings turning the same color as the deathspikes. Though at first I felt that I was working with tight platformer controls, I did occasionally find myself slipping off platforms. The distance between checkpoints felt punishing, but to a reasonable degree. Well done!
Really clever mechanic in this one, and the controls are tight. Visuals are great too: I particularly like the discharge effect.
I do kinda wish it was a bit less difficult. That jump on 2.001 just killed it for me, but then again, I'm terrible at this kind of challenge. I may have to come back and try again, though.
Seems like the HTML5 link is broken (404)
Thanks Ace17! The HTML5 link should be fixed now!
With its original concept and its good minimalist design, the game is very fun but it become too difficult for me from the level 2.001, I would like to have a checkpoint in this level. I think you don't need the overload mechanic as the game is already very challenging without. I will try another time to see the end !
Nice, this is a pretty creative mechanic, and the levels displayed a variety of interesting applications of that mechanic. It was pretty fun overall, but my number one suggestion would be to add sound effects: I died a few times because I mistimed when I would collect a ring and pressed space a few frames too early, which resulted in not jumping. It's much easier to react to a sound effect than to a visual cue, so I would really have liked some beep upon picking up a ring. Also, right now this charging mechanic is pretty hard to distinguish from "standard platformer, except collecting rings gives you your jump back", so I kept trying to jump while on the ground and was surprised that I couldn't. I think sound could also have helped with this: if there was a quiet buzzing sound whenever you were powered up, it would be more clear when you could jump than with just a circle vs. pentagon indication.
The levels themselves were good. There is a gigantic difficulty jump between the 1. and 2. levels, but after I died like 30 times on 2.001 I slowly got the hang of it, which felt very satisfying. Even though it was difficult, it never got too frustrating, so great job on that. I also liked the part on 2.002 where rings constantly shoot up out of the ground and you could slowly gain height: I confess that it took me about a minute to realize I could do that, so it felt like a nice little puzzle.
The minimal graphics style suits the game very well, and it looks extremely nice.
If you expand on this game (and I hope you will!), I'd suggest emphasizing the power mechanic more, instead of just having the difficulty coming from platforming like in 2.001. There are plenty of hard platformers out there, but I feel like you could make something really unique based on this (for example, what if there were some puzzly levels where rings don't respawn, and you have to cleverly plan out your path to finish?).
All in all, this was a really solid game and I had a lot of fun playing it. Great job!
A solid game, and a really unique take on the theme! The graphic style is also quite pleasant, I've never seen a game successfully pull off a shade of pink like that! :grin: I felt at times though it was a bit though to be precise with the controls, though I think that might have had more to do with the set up of some of the obstacles rather than the controls themselves (or just as easily, my lack of skill). None the less, a great game. Good show!
My favorite game so far for this LD. Nice difficulty curve for such a simple mechanic, which is a sign of very skillful level design :)
Very well made game, i really liked the controls and aesthetic. Good job !
Very concise and exciting game, in addition with a pleasant and understandable Graphics!
But a little hard... I was not able to get past 2.001. :dizzy_face:
Thanks everyone for playing and rating Power Ring Facility! I finally reached 20 votes and after the voting ends I'll be starting work on a post jam version that will be uploaded to the itch.io page!
Simple, clean platforming dexterity challenge. Nothing I haven't seen before, but testing reaction times every once in a while is a worthwhile pursuit.
The last bit (before the outro text corridor) of the levitation chamber got me quite a few times as the horizontal movement of the ball has a slight slide to it. Not bad, but noticeable after sliding into the same spikes for the fifth time.
Good work!