FoonLudum Dare ExplorerLD40 → Potion Commotion

Potion Commotion

By boaheck-artgent and le-american

View on ldjam.com

CategoryRankScoreCount
Overall2903.7139
Fun2043.7139
Innovation8272.8738
Theme10552.6339
Graphics1794.1739
Audio1493.7738
Humor1863.6638
Mood2313.7036

Comments

samkee00 2017-12-05 04:37

Very cute game with amusing sound effects and good music. The intro art could use some work but the actual game looked good. Not entirely sure how it fits the theme, is it just that each 'level' is more difficult? Regardless, the concept is nice and the game is fun. I did fall through the world at one point trying to get the third crystal, but I'm not entirely sure how, so that's probably not too helpful.

tony 2017-12-05 04:38

This is an amazing game! It's really fun yet challenging (or I'm just bad :O), the world is believable, the art reminds me of wind waker and I really like it, the sound is relaxing and the controls feels right. I don't say this often, but this is a cute game! I'll keep an eye out for your future games :P

spiced-pigeon 2017-12-05 04:40

the movement is kinda clunky aswell the hitboxes. But i like the art and the humor

nardandas 2017-12-05 04:40

Fun little game. The camera was a bit frustrating with controller. Also, the art style made some of the jump look a bit weird, it was really nice looking though!

amir-bayareh 2017-12-05 05:09

The controls were a bit hard to get used to. I couldn't help it but going "Daaaaw" the entire game. Loved the story and the ending!

instantnoedel 2017-12-05 06:57

OH MY GOD!! It's cute and stylish, very sweet and super challenging! Absolutely amazing introduction. Pretty relentless level design but it felt good. You'd say things should be easy if enemies only push you around...! The spawn points are well placed and made my infinite deaths very bearable. Brought back very nostalgic PS1 memories. Gotta love all those mushies everywhere!

I got stuck under one of the monsters once and the whole game just crashed but overall I haven't had so much fun with a game in a long while! Thank you so much!

binaryspark 2017-12-05 13:48

A lovely cutesy art style. The movement is a bit off, but I found the graphics and music to be quite charming.

kafkalovesyouy 2017-12-05 13:49

CUTEST WITCH! Classic challenging gameplay and extremely charming music! PLAY WITH A CONTROLLER for your own sake!

arctic-allosaurus 2017-12-05 21:53

The introduction to game was great! I found the game a bit challenging (I'm not that experienced in platformers and I think challenge is good). It was nice that spawn points were close to action. Graphics were awesome! Overall enjoyable game!

xacur 2017-12-05 23:45

Jumping from a plant to another was too hard already, and the creatures on them made it frustrating. Graphics are much better than I expected at first, and the controls are good.

rhythmlynx 2017-12-06 23:56

Ah, thank you so much for making this game! It's so lovely and cute and positive, it put me in a much better mood. Cutscene, models, gameplay, wording, sound effects all adorable. Music was great. Impressive amount of level design and mechanics. I love it!

weeping-rupee 2017-12-06 23:59

I LOVE the look of this game.

Pros:

First good 3d platformed I've seen in a LD

That cell shading. Mmmm hmmm.

The level design was straight forward but smart-- adding the sheep to the back tracking parts was a good decision so kudos.

I wanted to explore more. Like when I saw that bridge I was legitimately curious what was up there. It was a gem.

Cons:

This is borderline unplayable on keyboard; its the first game I actually dug around and took out my xbox controller for and GOD did it help. You should mention that up front like in meatboy (something like you REALLY should use a controller for this-- hint hint)

Not sure how it relates to the theme exactly mechanically-- it felt a little like the story was kinda shoe-horned in to have something relating to the theme (I did like the intro btw)

Excellent work, I really genuinely enjoyed playing it.

filipe-leal 2017-12-07 00:27

Love the graphics!

serpentworks-games 2017-12-07 00:30

Great little game! I had a hard time with playing it on keyboard, but I am almost apparently terrible at platformers with a keyboard XD;

Love the use of the shader with the outline, it makes it super unique.

Great sense of exploration and level design. Well done!

regisrquoi 2017-12-07 00:36

The art style is really nice ! I love it !

Too bad there's some level design issues that makes platforming hard. (But 3D games are hard to make, it's already super impressive in 72 hours.) music is pretty good too.

I would have loved the sheeps to be used more'cause they're really fun to jump on =)

nokusu 2017-12-07 16:14

well that was nice ^^ i really laughet for the intro cinematic with that whole warning message on the potion vial i really liked the graphical style, and now that i finally tried it, it indeed has sound and music both of wich were nice, and the SE in particular were so funny :p

Gameplay wise i'd say it controled nicely and it's good to have the option for people to play it either on a controler or mouse+keyboard combo.

So i collected the gems, fixed my mistakes, and i had a good time,

good job to you guys on your entry :)

uchiro 2017-12-08 18:05

Very good game.

Pleasant and responsive controls is the most important in such games. You did it well! Special thanks that you did not plain mountains. It really helped me to get the second crystal.

Nice paint art in the start :laughing:. In LD with three people you have done a lot of content. And this game is fun to play.

Thanks for the game. You are cool :smile:.

local-minimum 2017-12-09 10:17

Cute game and good. Art was really nice. And I died so many time yet kept trying, so something is definitely right with the game. But something is also for sure problematic. The shadow, to show where you are, it needs to be more helpful. The controls were generally good, but it was a bit too easy to run too far, and more problematically I think either you should be allowed to jump after leaving ground (for a little while/longer) and/or possibly having the colliders be a bit larger than the platforms.

In general though, a really good game.

jaimuepe 2017-12-09 12:17

Loved the intro! The moment of realization "wait a second... frogs are not supposed to talk!" killed me. The art style is cool, but the mechanics are a little rough - the enemies have very tall hitboxes and sometimes jumping doesn't work when they are pushing you. Also, the game crashed once when trying to retrieve the third gem so i had to start again.

Good job overall!

ludipe 2017-12-09 18:24

Hi there! Solid entry over here, congrats on finishing such a nice game :-) Here are some comments about it:

- Controls weren't super tight but still pretty impressive for a jam.

- Level design was simple but it still works pretty well. I like how you eased backtracking to the central area. Avoid placing colliders on top of the character's head before jumps, those are always quite frustrating. Also avoid placing blocked areas within reach (people will try getting there).

- Liked the cellshaiding effect, the palette worked but maybe there's too much grey stuff on screen.

- It's rather polished, I didn't run into major bugs.

- It's a solid game, perhaps its weakest point is that is lacking any kind of twist. It's polished and nice, but there isn't anything new/personal that catches the player's attention (in terms of gameplay, art or narrative).

bryceltaylor 2017-12-15 20:54

I really like the art style of this game, but I spent the whole time battling the controls more than the game.

First, the camera controls are soooooo sensitive, which really negatively impacted how you moved because your direction depends a lot on which way your facing. I fell off a lot of things because I looked around too fast before I decided to just point the camera in the direction I wanted to go and then not touch them while moving. That is a real problem because it removes your depth perception in the 3d world. Especially since the edges of the platforms don't draw as lines when you're above them. I really wish that you drew edges of platforms. It made it hard to know where you could land.

I couldn't play with a controller. Mine, I think, registers with a slight permanent push down, which is fine in a lot of games, but because of the sensitivity, I basically just pointed at the ground and couldn't do anything. I unplugged it and then could play with the keyboard. I appreciated that you included it as a way to play.

I really like that it's non violent, since it seems like that is just a gimme in most games. However, the little grey guys are super frustrating. The fact that they make it so the player can't jump properly when they touch you is really frustrating, especially on the little tiny platforms you have to land on, you can't help it. You just sort of hope that they randomly walk away from you on that run.

Speaking of which, the second gem was almost impossible. It was so hard to land on the platforms with the little creatures. It would look like a good time to jump and they would just turn around and walk right up to the edge so I couldn't land a large percentage of the time. Or if I did land they would hit me afterwards and I couldn't jump. The second creature didn't seem to be quite as much of a problem, but I only got to it some of the time. I think its platform is a little wider and so it didn't essentially always knock me off. If I could have used the camera properly I would have had an easier time of it, I think. Also, if the creatures had a more understandable pattern, or stood still until you landed and ran at you after, I don't know, half a second. Something to make it so that when you could feel good about landing and then worry about the creature. Or maybe just making the platform wider. The third creature felt kind of like a slap in the face. Getting up that high and being so close to the gem and then getting knocked off felt awful.

I really liked that you could see the whole world from the start and that it opened up as you played. I saw the bridge at the beginning and thought it was need and hoped that I could go there. And then I could! It made my little bit of exploring at the beginning feel rewarded. The checkpoints were handled well, too. One at each gem and, importantly, one at the start of each section. Nice.

Overall, I think that with a few tweaks it wouldn't be so frustrating and would be even more fun than it already is!

cawrtz 2017-12-15 20:59

One of my favorite LD games ever. Looks very professional. The art is unique in its genre and I like it a lot, it has an atmosphere to it. However I did not personally see how your game fits to the theme... But overall, you did a hell of a good job. Congrats!!

bryceltaylor 2017-12-15 21:13

By the way, I'm playing on a mac and the controller I was trying to use was an xbox 360 wired controller. What seemed to be happening was that I could look left and right by pushing the right analog stick up and down (not ideal) and look up and down by pulling the left trigger or letting it go. In order to NOT look left and right I had to pull the trigger half way. No buttons made me jump.

satyre 2017-12-15 22:35

I absolutely love the art style and the game play. Some parts reminded me of The Legend of Zelda with the water part and the jumping and the pirouette. Great game! Please keep up the work!

youbestrong 2017-12-16 22:54

Great entry! The story made me smile and the art style is lovely and cute! I played the most recent version and I found the controls quite smooth actually. The main issue I found with the platforming was that quite often I thought I was going to be able to jump at the edge of something but instead fell as I was already off the object. That felt a bit unfair. At first I thought I was doing it wrong but when it kept happening, it felt more like something was a bit off.

adroitconceptions 2017-12-17 03:13

I really liked the art. A few times ran into some issues being able to tell ground from wall (no break between), but other then that, the graphics were plesant.

the Jumping was really hard.. The camera followed the person, which took her to high to see the landing point, so it was almost impossible to make jumps other then trying over and over again. I also had cases where my jump just failed to register. Also is missing an invert camera option.

Wish I could have got past the first jumping puzzle so I could have seen more of the game.

@bryceltaylor - That has to do with how [PC/Mac/Linux process controller input](http://wiki.unity3d.com/index.php?title=Xbox360Controller) works - for some strange reason, the inputs are mapped different depending on the platform, so if the programmer doesn't know that, they can't address that specific issue.

chriiis88 2017-12-18 11:32

I played version 1.1. I really liked it but wished it had more levels. Some things I noticed: - there are some camera problems especially with the brown overhanging stuff in the mushroom area - it takes some time to get used to the controls, because there is no momentum in the jumps (let go of the key and the witch immediately stops moving) and there is no safety frame that would allow you to jump in the first frame(s) after falling. I highly recommend watching this: https://www.youtube.com/watch?v=hG9SzQxaCm8. - there is no reason not to hold down shift the entire time. Therefore one could argue that it has no place in the game and the witch should sprint the whole time ;)

boaheck-artgent 2017-12-18 15:13

@chriiis88 Glad to hear you liked it. I would like to adress one or two of your points as I feel they are somewhat inaccurate.

Actually there is a safety frame. In fact there is a couple of safety frames. This is just subtle as a safety frame in my opinion is never intended to appear as though you are jumping in mid air. if you expect a safety frame to work this way it will feel wrong, however if you expect to jump off of the solid platform it appears you are still standing on but actually aren't you will it wont feel unfair. I feel like your issue with this is more in the tuning of numbers than the existence of those numbers at all.

For some players the fine tuning afforded by the sprint allows them to make jumps easier on keyboard. I know from feedback, that people previously found the keyboard controls too clunky and adding a sprint has helped those people. Admittedly it may make more sense to have sprint as default and the sprint button make you move slower.

chriiis88 2017-12-18 16:36

@boaheck-artgent Oh wow that's interesting. I didn't think some of those jumps were even possible without sprinting.

ddrkirbyisq 2017-12-18 19:02

Hehe, nice style and shader. A simple game with not too much gameplay but wasn't too bad overall. Careful with the texturing / shading (or lack thereof) on some of your platforms -- being able to distinguish the top surface vs the side surface of a platform is difficult if they are the exact same color, so it might be nice to make that more readable.

The sprint button did make some of the jumps more manageable, mostly because some of the platforms to land on were pretty small. One thing that did trip me up was having to hold the jump button in order to jump at full height -- I know that's pretty standard among traditional platformers, but I think in 2D platformers it's easier to manage because the control scheme is something like horizontal movement on one hand and vertical movement on another. For a 3D game it was a bit difficult to manage WASD on one hand as well as adding in holding space (as opposed to tapping it). Since there's not really ever a situation in the game where you need to jump with a lower height, it probably would have been easier to just have the jump be full height every time. That's really just a minor nitpick though.

2017-12-27 18:21

What a creative, stylish 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=KVo2wMAhnxM

hiyek 2017-12-28 11:07

Enjoyed the cute graphics! Good job completing your submission! Would've been nice if the frog enemies could at least push the player to add a little more difficulty. I honestly didn't see the theme here, unless it's that each gem you get, the harder the next course is (I personally thought the first course was the most difficult lmao) All-in-all, nice! :)