adroitconceptions 2017-12-04 03:39
Did I miss something needed to setup to play?
``` jason@jason-HP-Pavilion:~/Downloads/CrushedSky$ python "The Crushed Sky.pyw" Traceback (most recent call last): File "The Crushed Sky.pyw", line 3, in
Foon → Ludum Dare Explorer → LD40 → The Crushed Sky
By cmlsc
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 153 | 3.70 | 36 | |
| Fun | 179 | 3.60 | 36 | |
| Innovation | 415 | 2.98 | 35 | |
| Theme | 611 | 2.68 | 34 | |
| Graphics | 28 | 4.25 | 37 | |
| Audio | 263 | 3.14 | 36 | |
| Humor | 289 | 2.86 | 32 | |
| Mood | 51 | 3.78 | 35 |
Did I miss something needed to setup to play?
``` jason@jason-HP-Pavilion:~/Downloads/CrushedSky$ python "The Crushed Sky.pyw" Traceback (most recent call last): File "The Crushed Sky.pyw", line 3, in
@jason-kennedy The game is written in Python 3.4, not 2.7.
(I'm assuming you're on Linux) Try using Wine with the compiled version.
@cmlsc, I got it running under python3 (after installing pip3 and doing a pip install pygame).
Gameplay is interesting. Little crystal reminds me of Link's over talkative sidekicks. Would have been nice to be able to play with a controller.
@jason-kennedy If I remember correctly, I can still add more control schemes.
An impressive amount of work you finished in 48 hours, gameplay is fun and quite challenging. Sadly i never got to the end so i wont be rating theme.
For me the controls are a bit off, and the jump doesn't feel right. For any reason I couldn't use the dash movement most of the time, maybe I didn't understand how it work. Nevertheless, great work! The art, sound and music do their jobs and set the mood of the game. Congrats.
@acoto87 Crystal explains the mechanics if you're paying attention. The jump isn't a jump, you float. And the dash only works if you are already moving.
Like it! Looks really nice, and music is ambient. Also, it's hard enough but not too much!
P.S. Only one thing I don't like. It's Navi from LoZ. And the fact that button to skip the dialog is ALSO jump. Really easy to accidentally miss important stuff
Ambient, music and art is nice. For some reason the frame rate seem to be very low though I am not sure that is because of the game or my computer.
My main criticism is that the important instructions are in the dialog and you might miss it if you press the wrong button. Also the dialog is scrolling and takes too long and people tend to skip it.
Really cool! Some suggestions / notes: - Larger text, or autosizing the dialogue panel to fit its contents, so its not so bare - Probably should use separate keys for closing dialogue panels and floating - Pressing "C" doesn't seem to do anything for me - I really like how the death respawn is startling but also instantaneous - Tag the itch upload as being for windows so i can download it in the itch app :)
@cmlsc Oh, I see, my bad, I should've paid more attention.
@sovogirl Crystal is not like Navi.
[(SPOILERS) This is technically Crystal](https://pastebin.com/t2p8PP4L)
I really liked the game, amazing graphics!
Any chance of making a build for mac? I would try the python version but I don't know which libraries are required. It looks interesting.
Won :), some physics was a bit weird (boxes falling with constant speed and tapping x being better than holding it). Difficulty was alright.
@fakeyou Python 3.4 with pygame for that version(which can be hard to find).
I'm not too sure how to port to mac and I don't own one or have one available to me so I can't test it.
@clmsc fair enough, I'll pass for now then.
oh it was really fun and challenging to play and I appreciate your game graphics. yeah, your game looks pretty!
A really cool looking game, I like the style of it. The jump mechanic felt a little awkward at first but I got used to it after a minute or two. Great job!
This game is really cool, feels really polished. The music, sound, gameplay, specially the ambiance is awesome. Didn't find anything bad about it.
Challenging and surprisingly long for a compo entry. The mood was great, and I liked the graphics. Using the dashing capability was definitely needed. Took me a while to figure out using the "float" move properly. Great entry.
I liked the visuals and the premise, but it was just too hard for me. Couldn't finish the boss although I gave it my best.
I usually like challenging games, but in this one, the challenge feels a bit unfair, especially on the boss level. In general I think you have the right amount of things the player has to keep track of. The droppers fire at a fixed interval that is predictable, and lasers have wind up frames. There are some aspects that make these elements a bit frustrating though.
First of all, the droppers will keep following you after they've seen you once, so that often an important jump is made unnecessarily hard because the dropper is still in its position but off screen so you can't predict the shot anymore.
Then there is the most problematic aspect to my mind. Would it take anything from the game if you got a full charge on landing? Keeping an eye on the charge meter while dodging the challenging enemy patterns is just too much to handle.
Finally, I couldn't find out much to do with the charge, except that one time where it's the only way to get a crystal. Usually I used up most of my energy getting up in the air that in most cases there was not enough left to do the charge, so I skipped that mechanic altogether.
On the upside, graphics and atmosphere are top notch. The fact that you even managed to put a boss fight in is awesome!
Game had great stylized pixel art. The mc's helping hand had fun humour to although i couldn't jump when he was talking since x is used for both. Also i would have liked bigger and faster text so i can focus more on the game. The music was a bit gloomy but that game itself really made up for it.
I really like the style, maybe a little too hard ?
The gameplay is not that intuitive, because you have to tap X more often than just holding it down. Seems a little bit uncomfortable to me, but you get used to it after a while.
Also dodging all the enemies at the beginning (level 3 or 4) is really hard. You can't keep an eye to your resource and trying to dodge at the same time. It's also very hard to estimate the jumping height using the resource. Simplifying the resource to a number of available actions (jump, dash) would be an improvement to this game!
But on the plus side the graphics & story are awesome and I'm stunned how fast you finished the game!
The one critique is this kind of game requires very precise controls and for the most part it has it. I think that the gravity was a little too week. The maximum fall velocity is fine but the turnaround from moving up to moving down is too slow.
This game is pretty good.
the death sound is pretty hilarious. I laugheded every time. Got frustrated with the full level resets when i failed though. :D
Another excellent entry! I always look forward to your submissions and this one was no exception. The graphics were excellent, and the sound (though a music track would have been nice) was on point. The level design and mechanics were intuitive and fun to use, and the writing was amusing (although I skipped a few dialog boxes on accident). As always, a testament to Python and its true power in game developing. You ought to release a mobile collection of your Ludum Dare games. I'd be the first to buy it :wink:
@samusoidal Thanks! ^-^
Although I'm not too sure it's possible to port Pygame(the graphics library I use) to mobile.
@cmlsc Yeah, nothing for iOS but for *Android*... https://www.google.com/search?q=pygame+to+mobile&ie=utf-8&oe=utf-8&client=firefox-b-1-ab
I found this a bit too challenging, but it's a solid entry! Nice work. - It's pointed out in-game that tapping X is more effective than holding it, but it's left to the player to manage this, which ended up being a bit frustrating to control. I think it would have been better if instead, you treated it like a multi-jump system and had each individual X press do a single boost instead of being a press+hold control. - If you're going to have text which animates in, it's best to have the "next" button first cause it all to appear, and then have the second press actually make it progress. I ended up skipping some dialog when trying to read faster out of habit.
Very difficult game but it is well done. I think the spirit talked a bit too much to you still after the first few stages. After a few levels I got into a groove and just wanted to play. :)
Since I love Python I'm looking forward to digging into the source code for this! :D
The aesthetics are great: rain, character and environment art, the little orb spirit that follows you around. Great work on that front.
Mechanically I had some issues: it would be nice if tapping x during dialogue would display all the text first(how most games display text) instead of just skipping to the next dialogue. I believe I missed some important things because of that. I think it would be better if the boost bar recharged instantly when you hit the ground. having to wait for it to recharge slowed down the game quite a bit. The camera was a bit awkward, it's hard to tell where platforms are sometimes and I fell of the map a couple times because of that. I do appreciate the good level design that helps prevent this though; like having trees poke up from the bottom of the screen so you know you can land there, so +1 for that.
And, like the others mentioned, it is very hard right off the bat. I know I have this problem myself where I don't put enough easy levels in at the beginning to scale up to the harder ones (noticeable in the third level of my entry, and in the fourth level of yours). So just something to keep in mind for future level design.
However, this is a very solid entry; I'm very impressed by what you've done in only two days. I think you have a good chance of making top 100 overall easily, and possibly a medal in graphics.
*whew* that boss was challenging!
I beat the game. I guess I missed the theme, I didn't find what you were talking about. I also died several times in the first few levels because I ran off a ledge right as "navi" started talking, which prevented me from jumping. I also might have missed some critical dialogue because of it.
As others have said, the controls felt challenging, but not exactly master-able. Well polished and interesting.
Interesting, if rough around the edges. Feels like you have some audio crackling (probably unintentional?) so you might want to get that checked out. Last stage was an odd challenge as it seemed to just throw the kitchen sink at you which didn't really match the rest of the game -- I guess it was a good challenge though. I'm not sure why it was necessary to have tapping X gain you more total altitude than holding X; that felt quite arbitrary and unintuitive.
I promised some feedback and it is although a bit late...
Some very interesting mechanics there.
I found it a particularly nice touch that the boxes can stop the line of the beams. It is a small thing that makes it quite interesting. The vertical bullets would get me more often, as there is usually less protection against them.
The floating mechanic works well, but you really need to tap, releasing the key very quickly. Is there a delay before it starts taking extra charge away from holding down? If not, there should be a small one, Unfortunately, the slowish vertical movement adds a bit to the frustration of the game - there is a small window of time during which you know you failed, but it isn't over yet, which I believe is at the core of many frustrations in gaming and many other things. This is since gravity is low and so is floating, you can't react quickly on the y axis. I can suggest a drop mechanic - press a button to fall quickly to the ground - like a vertical dash. Would still be situational as it can kill you in pits, and would add a last minute reaction to the player. Could even have other functions, such as smashing things. Imagine a blue crystal inside a rock that must be smashed to collect.
It seems not to save the progress, which is a shame specially considering that it is describable only by a level variable.
I don't need to repeat the praise which has already gone into the mood and graphics, which are quite effective.
@kdrnic I thought about adding a button to drop quicker, but I decided not to because I didn't want to make it more complicated. The design reason for the tapping while floating thing is because I wanted to make it a choice to go for speed or distance. Pressing X sets your gravity to 0 then increases your upward momentum, but the initial press takes a lot of energy. The extra height you get from tapping comes from the resetting of gravity, so ideally you'd press it when the gravity hits its peak.