FoonLudum Dare ExplorerLD39 → PutOuter

PutOuter

By ginger9

View on ldjam.com

CategoryRankScoreCount
Overall3423.3022
Fun1863.4522
Innovation1093.6522
Theme3673.4522
Graphics5092.7022
Humor4022.0019
Mood4102.7720

Comments

fork0 2017-07-31 10:31

Died couple of times, but i finished it. Pretty nice concept :) Turning the pad on and off surprised me :D

falk-bruskeland 2017-07-31 12:28

Impressive that you made that in 48 hours!

snowy 2017-07-31 13:18

It's a neat little game, and the concept is interesting! The only real thing I had problems with, is the lack of AZERTY-keyboard support. It was pretty awkward walking around with WASD when they're spaced weirdly on your keyboard :P

maskinmask 2017-07-31 15:30

Died so many times!! But still a nice game.

kleinzach 2017-07-31 22:23

I got a little frustrated by the lack of checkpoints, and that the wide beamed enemies wouldn't stay deactivated for long. I feel the game could have benefited from a little more telegraphing, like a bar filling up before the wide beam activates, or something showing how far the beams sweep. Or a time showing how long something is deactivated for. I loved the implementation of the moving platforms though, that felt great!

junjunlowpoly 2017-07-31 22:32

Nice mechanism and solid puzzle design. Would be a good entry for the theme "On/Off" too. Although I died many times, I was still motivated enough to beat the game. But adding checkpoints or life points would certainly improve the experience. Great work on coming up with the all the puzzles with 48 hours!

ginger9 2017-08-01 03:04

@fork0 @kleinzach You get it!

@snowy Sorry for that, and I have added another version with arrow keys to solve the problem!

@kleinzach @junjunlowpoly I have added another version with checkpoints XD

@falk-bruskeland @maskinmask Thx a lot for support!

eggshelldog 2017-08-01 09:04

I win!

Look like I need to thank @kleinzach @junjunlowpoly haha At first I want to write that the feeling of the gameplay is good because of the perfect checkpoint position! Although they are not the origin thing, I still want to say good work! Not too long but a complete gameplay with several different difficulties, let me have a good time!

maldo19 2017-08-01 22:52

It's a nice little game, I played the compo version as I felt that It wasn't right to play with an added feature after the time limit. I liked that you can put on and off the pads but it would be a little easier to know that if you added a small green light to let the player know that you can do that. the art was good and I would have liked to have some sound effects to the game.

ginger9 2017-08-02 01:56

@goldranger :laughing:

@maldo19 That's why the original version is there! More than one person left a comment to express the importance of the message in gameplay, I will consider the next LD :thinking:

jahndis 2017-08-03 06:11

Pretty interesting. I never ended up using the "return power" ability, so perhaps some puzzles could have been designed around that? Other than that, a decent entry.

nuebomundo 2017-08-03 06:33

I really like the duality between the drain/give energy mechanics, it definitely have some potential.

The gameplay could really benefits from some sfx and a main theme, but as we all know when time is pressing you have to prioritize things.

simon-millard 2017-08-03 06:41

Very cool game! The concept is sweet and fits the theme really well. It took me some time to understand how exactly the off/on mechanic on machines worked. Also, it's very unfortunate that there is no sound or music.

All in all it's a very cool and fun little game though. Very well done!

ginger9 2017-08-03 07:50

@jahndis Thx! The last two mobile platforms are designed to require players to use both two abilities to pass, but it seems not tight enough.

@nuebomundo Agree, time is not always enough.

@simon-millard Thx!

reuh 2017-08-03 15:24

Really nice and quite original concept. Only lacks some sound and maybe some more visual information. (And yeah, the checkpoints were useful)

Fun little game with nice puzzles. Well done.

mrchippy 2017-08-04 13:36

The lack of sound was unfortunate and the wall tiles seemed broken but the actually gameplay was good. It felt like a good puzzle-ish game. The length of the game was good. I managed to get to the end but died to the last robot. I then read some of the comments and realized that you could stop the moving platforms. It would have been nice to have a bit of an indication this was the case but it was a good idea those. I ended up getting the checkpoint version to try completing the game. Those helped the game a lot. Good job.

ginger9 2017-08-08 02:14

@reuh Thx! Yeah, sound and more visual information :thinking:

@mrchippy The wall tiles is very scrawled, I agree. The stop moving platforms is a design mistake. Players should learn this idea the first time they meet moving platform and the flash-turret. But as you and @jahndis said, it seems not tight enough, cause @jahndis never use the return ability and you don't find out the "turn off and turn on platform" idea until the end part. I'll try to do better next LD.

random-storykeeper 2017-08-14 02:06

I feel like this concept would work great as a level based game. Introducing the mechanic and then introducing hazards/enemies gradually as you progress. I guess it is pretty linear, but there wasn't really a sense of progression to introduce the player what to do with the game's controls, as was mentioned in the comments. If all the art was consistent with each other, at least for the things that could be affected by power, it would have made all the difference in understanding that the platforms could be turned off.

Well, that aside, I got to the part with the row of turrets that flash green light on and off. I thought I had to wait in between their safe spots, but it turns out that the turrets can change direction to kill you in the safe spots? That was quite frustrating. Perhaps it doesn't happen in the newer versions (I played the original compo one.). I would take a screenshot, but it was a bit of a pain to get through the beginning parts.

The best part of the game is easily the idea. Turning off the enemies, making things run out of power, is great. Although I guess granting the power back for the platforms kind of ruins the presence of the theme for me? However, the theme didn't say that whatever is running out of power can't get it back. :thinking: