handle 2017-12-04 04:38
Very interesting idea. The animations and flat shading look really nice. The controls are a bit frustrating, but the concept is strong.
Foon → Ludum Dare Explorer → LD40 → One Matter
By toboggan
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 85 | 3.84 | 49 | |
| Fun | 170 | 3.62 | 48 | |
| Innovation | 50 | 3.90 | 48 | |
| Theme | 471 | 3.12 | 48 | |
| Graphics | 115 | 3.90 | 50 | |
| Audio | 193 | 3.32 | 45 | |
| Humor | 503 | 2.02 | 40 | |
| Mood | 73 | 3.71 | 47 |
Very interesting idea. The animations and flat shading look really nice. The controls are a bit frustrating, but the concept is strong.
I love the concept! I like to play puzzle games in general and this one could go a long way if polished more. Didnt really get into the controls, I was falling left and right, because of the inertia, would rather solve puzzles instead of focusing on moving. With that said I like every other thing about it, and will try to finish it after a good night sleep :]
I mostly agree with the other two comments so far - this game is incredibly polished, has a great concept, and looks amazing. The problems, however, lied in the controls. I found the system of momentum to be a bit annoying, and for some reason jumping only seemed to work half of the time. Fixing these problems would lead to a great game, and I encourage you to make a post-compo version for this reason.
On a positive note, the game looked amazing, especially for a compo game. The overall aesthetic looked very nice, and the game worked very smooth outside of controls. The player model was especially impressive. The difficulty stair-stepped nicely, and introduced concepts at a steady pace. I appreciated the text that showed up at the beginning of each level, and the "time-travelling" UI worked very well too. The level design was great, outside of platforming challenges, which sadly took a bit too long, and were especially difficult due to the controls.
In conclusion, fantastic job on your game! I hope to see a post-compo version that fixes the few problems I had, and otherwise had a great experience.
Aesthetics, from graphics to sound, are great. Super popular style right now (especially with the typography and glitch aesthetic), and that's fine with me because I love it. Even the minimalist usage of sound worked to its benefit overall.
As others have said, the controls are definitely floaty, but I once I got the hang of moving diagonally (a controller might have helped) and realizing that you should always jump from a run, I managed fine.
The only immediate nitpick I have is that I wish I knew "r" reset the whole game and not just the level I was on, haha.
Love the idea! Did you really make this character model in this short timeframe? :O
@11tomi12 i did not! it's a free asset on the unity asset store by Vinicius Marques (incl model, animations and controller script). here's the link:
https://www.assetstore.unity3d.com/en/?mkt_tok=3RkMMJWWfF9wsRojvavLZKXonjHpfsX66uolW6axhIkz2EFye%2BLIHETpodcMScdrPK%2BTFAwTG5toziV8R7TFLs15ycYQWhTk#!/content/28647
@jjjjason ouch, sorry about that! i shouldve put in a warning that says you'll start over from the beginning. There's a somewhat new game+ reason for that feature so i should just disable it until you've completed the game. it also doesn't save your progress, which is bad. i'll patch that eventually.
also, the game's a bit unfair as its hard to judge distance with an orthographic camera. i might redesign some levels with that in mind.
the controls are pretty floaty/bad, but they'll probably stay that way. i'll add controller support though.
Game is pretty good, but the Unity crummy physics really work against it :(
This game is giving me some Super Hot vibes, this really has potential!
Fantastic concept and execution. Tightening the controls post-jam would be interesting, as well as expanded mechanics. Excellent usage of color/font.
Really digging the game idea/mechanics but dear god the controls :sob: Love the aesthetic style, stunning :slight_smile:
That looks very good! The controla work a bit better with a controller, but there is no controller mapping for stopping time!
@huitre yeah sorry! didn't make it in time. its on the to-do list - i'll patch it with a bunch of updates sometime in the new year.
This is really cool. Elegant mechanic and a nice minimal visual presentation. I did find the controls troublesome - getting stuck on things I was trying to jump into was particularly frustrating - but there's a really solid idea here and I'd love to play a version with some of the finickiness ironed out. Great job!
This is a really good entry. It's polished, simple to understand, fun, and never frustrating. The only complaint I could think of is that jumping isn't as nice as it should be, but that'd be easily fixable in 10 minutes. Great work
Definitely my favorite game so far, the concept is great and the puzzles are fun. It's executed well graphically and musically but as others have said the biggest issue is the controls, if you fixed those this could become a really cool little puzzle game!
The movement of the character was incredibly frustrating. Not just because of the momentum and the jumping issue, but because the character movement seems to be aligned with the screen instead of the world.
i'll tighten the jumping to make it more responsive. i'm also going to bail on the inertia when grounded so it feels more precise.
@shinyogre yeah the movement is aligned with the camera. I prefer that generally, but especially here so that holding two adjacent directions (i.e. up and right) will reliably make you walk diagonally in line with the level geometry.
Like everyone else really liked the game. Great visuals, great game play. My only gripe which could be just me was the monotonous drone that played constantly. But that was really just a minor detail and didn't ruin the game for me at all. Keep up the good work!
Beautiful, elegant, simple. You knew instantly what you had to do without any explanation. The game is incredibly polished, especially for a compo. Great work, enjoyed it a lot!
Only sidenote, I don't exactly see how the more you have the worse it is. Maybe it's obvious but it went over my head xD
Pretty cool idea, nicely done. The only thing I think could use some improvement are the controls, they feel really floaty and are a bit frustrating to use (I also had the problem, that jumping while running top-left didn't work, but that may be my keyboard ghosting)
I am a sucker for well executed soundscapes, and I liked this one. The music makes the game experience well rounded. However, for me the teleportation effect, especially when spamming the arrow keys, detracts from the experience. Some manner of fade effect between scenes for the drone would have made a big difference for me. Like most people have already commented, the controls feel ill suited to PC keyboard. But it was super easy to pick up and play. Has terrific potential!
I like the idea a lot but I couldn't finish the game because the controls were killing me... literally. I think that adding air-control during jumps plus more ground damping would help a lot. The things I loved the most though are the visuals and the ambient sound which really feels good to hear.
@netherlab my thinking was the more realities/timelines/dimensions/etc, the worse (harder) the game gets. But the worseness/difficulty isn't really emergent from the moreness, it's forced in the design... so it's not a great use of the theme, tbh.
Amazing!I like the noise sound and the the little shake on the screen,it's kind of horror for me,but really cool!
Wow! The game looks so good and the concept is smart and implemented in a way that is really engaging and interesting. The only downside I found, just like some people pointed out, is that the control on the keyboard feels a bit unresponsive and it takes some time getting used to it.
Terrible controls that come ruining such a brilliant idead (but, the theme, though?). Such a shame regarding the astonishing work in art direction the give such a powerful mood with such simple means!
the movement makes everything a bit difficult but kinda fun, maybe because of that. however i had fun playing it :)
This is BY FAR, the best LD game I have played, it was super fun, and very difficult, I hope to see you continue developing this game.
Thanks for the encouraging words and the criticism, I appreciate them both!
Good concept and neat art style.
You need some music in my opinion. Otherwise perfect game
It was serously super good ! The ambiance, and the style really work well with the mecanics, and the gameplay it's just awesome ! At the moment I understand the principe, it baffled me ! It clever, and very use in a good way ! I can't reach more than level 8 afterall, because the movement are a little too weird for me (I suck at PC plateforming...) But you game really impress me ! Bravo ~ Ps : the fact that the character stick to wall can be correct in Unity with a Physics material with friction to 0, I think (I may be wrong, but if it help you, I'm glad)
A really clever concept, well fitting the theme. Puzzles are well crafted, with just the right difficulty curve to me. The idea of slightly changing the music background when shifting from one "matter" to another was nice, but the music itself became a bit annoying after a few minutes playing.
Overall, one solid entry! Thanks for your game :)
Great game, with a big potential ! It made me think of a mashup between Super Hot and Monument Valley :) I admire this kind of game because it requires a great skill in level design. In my opinion, the major default is the controls. Or maybe that was on purpose? I felt more frustated than challenged when missing a platform (and to be honest, I rage quit at level 9)... Also, IMO you're not completely in the theme. I understood your attempt, the more dimensions, the harder. But in your game, I didn't feel the increase of difficulty as a worsening state. Actually, it's the opposite! However, I really enjoyed it, especially the effort on the level design, and the two types of levels : platform-oriented and labyrinth. Special mention for the sound design, well elaborated (maybe after 20 levels, I would turn it off though...) Thank you!
Really polished and focused entry. Controls were a bit slippery for me but I managed after a few rounds. I like the concept, you should definitely continue working on it :)
Hello again, I've got a bit more feedback. I like the control adjustments they feel a bit more responsive now but still need some work, I wasn't able to find the control scheme anywhere for the PC, you need to press control to pause and arrow keys to select the different level layouts. I'd def put that in somewhere + controller is recommended. The game concept still is brilliant and one of my favorites :smile:
@flubz thank you! yeah the control scheme is tutorialized the very first time you play then never again, which isn't great. definitely something i want to fix in a post-play+rate update (along with proper controller support and some other improvements). :)
Great game! Super fun puzzles. The controls felt a bit clunky though
I beat it in 1755.57. Had a hard time jumping. My laptop keyboard does the thing where the third button doesn't input if two buttons are already pressed so jumping in a certain direction was very difficult for me. The movement also felt a bit laggy since I would move a bit even after letting go of the keys. The shadows are nice, but I feel would be more helpful if they were directly under things, otherwise it's a bit hard to tell where the object is in space. Overall I liked the different slices and how on some levels you could take shortcuts and skip a lot of platforming, but I would have liked more polish on the controls. Keep up the good work!
Challenging, well made little game! I included it in my Ludum Dare 40 compilation video series, if you’d like to take a look. :) https://www.youtube.com/watch?v=xx45BEcC9_s