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boost
boost
By init-py
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | | 3.16 | 8 | |
| Fun | | 2.66 | 8 | |
| Innovation | | 2.75 | 8 | |
| Theme | | 3.50 | 8 | |
| Graphics | | 3.14 | 9 | |
| Humor | | 2.41 | 8 | |
| Mood | | 2.58 | 8 | |
Comments
The graphics are super clean, and I like the way you tutorialize the mechanics. I couldn't really get past the second level though. It really should be split into two levels; one with the initial boost and one with the pair of boosts; I kept dying in the second half and had to wait through the entire first section, with no way to speed through it. More importantly, though, the hitboxes on the boosts don't work at all.
On the two boosts, I know I need to pick up one of them but not both. If I pick up the first and jump the second, I don't have space to jump the spikes. If I jump over the first, I can move right through the middle of the second but the hitbox won't register and I won't pick it up.
If you get this fixed (totally allowed under compo rules to fix game-breaking bugs) I'd love to have another go.
init-py
2017-12-04 23:48
@amras0000, thanks so much for the feedback! That pretty much sums up the feedback I got from another friend. I definitely agree with this - I was considering adding a checkpoint feature though. Maybe I'll do this if I continue
>the hitboxes on the boosts don't work at all
You can only pick up a boost if you hit it from the front. It's different from the way most games do it, but I wanted to be unique :P I can understand if it seems confusing/buggy though. I could fix it, but then it'd break level 5 :P
You have to jump so you'd be going through the top of the first boost, then picking up the second boost. Sorry for any confusion. I'll add that to the tutorial so it's less confusing.
>totally allowed under compo rules to fix game-breaking bugs
Oh, good. I submitted a version with level 5 broken - had to post a patch, but by then it was a few minutes late. Good thing that's allowed - I'll update this page with the fixed version.
I wonder if they'd let me add something to the tutorial text?
It's only 64-bit so I can't run it on my 32-bit notebook, and it doesn't work right on Wine (the square moved right very slow but it jumped just fine, probably because I don't have any integrated 3D acceleration). So I only rated it for graphics, now you have 1.1429 ratings.
This needs - textures/landmarks on the floor so you can gauge your speed when there are no spikes - better game feel for the jump (mayve a different jump arc)
But I like the mechanical interpretation of the theme. Reminds me of managing your speed in _Canabalt_.
init-py
2017-12-05 21:08
@jonathan50 I was running out of time and decided not to build a 32-bit version as I didn't think many people used 32-bit machines anymore and it would take more time than building a 64-bit version :P
This was cool - very nice. I like the idea of scripting a story over a level. A lot of folks will just use random stuff. Nice job!
I like the minimal graphics -- the cool colors keep me relaxed. Some simple smooth sound effects would complement very well. I enjoyed the central conceit, though it felt very slow paced until you start boosting, then you die and you have to do the slow part again. Maybe I'm too impatient! Other than that, some sort of background would help telegraph speed. Still, you've got a solid base to build on. Nice one!
I loved the scripted story as @josefnpat pointed out. I especially love the misdirection it provides sometimes. An unreliable narrator. Fun! My only compaint is that the game is ridiculously difficult. I finished it though.
This is a pretty good game -- solid concept and execution. As it currently stands, there are two main problems: - The hitbox issue that I previously discussed with you. I'm pretty certain that it exists, and it's killed me quite a few times. - The spike and boost graphic both look pretty bad on my computer. I'm guessing that they are pre-drawn image assets? If so, they are not nearly high enough resolution, because they look like pixel art (that's been blurred, because apparently they're being scaled with AA). If possible, it would also be good to use a vector-graphics type approach -- if LOVE supports, for example, something like a fill circle method, that would be a good way to draw the boosts.
Aside from that, the main improvement would be adding sound of some fashion.
init-py
2018-04-21 00:23
@TheMonsterFromTheDeep The graphics are drawn with love2d, which apparently didn't have amazing antialiasing for drawn shapes. I tried to tweak it as much as possible but it didn't come out looking great in the end. I decided to work on ironing out the bugs rather than trying to smooth the edges more.