nysten 2017-12-04 13:22
Beautiful game! Loved the camera work, music and art style. I played for only one ending though, because the controls felt really sluggish for a platformer like this. Thanks for the game!
Foon → Ludum Dare Explorer → LD40 → Lonk's Greedy Adventure
By javicepa
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 3 | 4.28 | 28 | |
| Fun | 12 | 4.19 | 28 | |
| Innovation | 60 | 3.86 | 27 | |
| Theme | 84 | 4.06 | 26 | |
| Graphics | 136 | 3.85 | 29 | |
| Audio | 65 | 3.76 | 27 | |
| Humor | 17 | 4.12 | 26 | |
| Mood | 9 | 4.26 | 27 |
Beautiful game! Loved the camera work, music and art style. I played for only one ending though, because the controls felt really sluggish for a platformer like this. Thanks for the game!
Very pretty, definitely looks like a lot of work ! Good job :)
Love this game! The boomerang mechanic is really cool and innovative. I got interupted so I'll be playing it again later, but I didn't find how it fit the theme after playing.
Impressive! Great use of level design to teach the player about the mechanics. The music really gave me a zelda feeling. Great use of theme (both making it worse for the character to move and harder for the player to remember the controls).
Really cool submission! Nice Pixel art. I'm bad at "jump and run games" but with these tools, I can beat every dungon! I will play until I saw every ending. =)
Great level design!!! Really complete job ;). Greeting!
I love this game. It's a whole piece on its own and it's for a jam. I managed to get some finals and have seen some hints for others. I will totally come back and play it again until I get the 6 endings!
Amazing entry and impressive level design work. I'm just amazed to see how much content, items and zones you put in the game and how good it all fits together.
Damn, the level design of this game is simply wonderful, played 3 runs picking different items and it really feels good to see that your decisions really affects the gameplay. Amazing work.
Such a shame the controls for my keyboard layout don't work here (my 'z' key is in the top line next to 'u' and 't'). I really would like to play the game because it looks and sounds AWESOME :)
@glock00 you could change your system keyboard layout settings... is that ok? pretty please, say yes :3
@cremagames thanks for the nice words!! they really mean a lot coming from you guys, youur stuff is amazing :)
@oliverlevay it fits the theme as a parody of most zelda games, where you collect tons of equipment with no penalty at all. In this one, every piece of equipment makes you jump a little less. And if you collect enough equipment... well, let's say you unlock a "special" ending.
Really liked the game. You managed to create quite a lot of content in a small amount of time. I also like the fact that you have two versions available for fair rating.
The game is pretty good! I got 5 finals and try to discover the next ones. The graphics pretty awesome even using a basic color palette, the music is wonderful, the camera handler is so cool and the game is so addictive
Complete_5_finals.PNG
I've played this many times now - it's awesome! Me and my friend had a real good chuckle playing it. Masterpiece
This is one of the best submissions I've played yet. High marks all around! Fun, art, sound. Good level layout and well designed style as a whole. My only nitpick is Lonk moves too slowly.
Really nice game and pixel art, the player moves a bit slow and I can't really see the link to the theme?
@tvance @fenerax Thanks for your comments :) I will make the player move twice as fast BUT have equipment reduce the speed slightly as already happens with the jump in the next post-post-compo version. Stay tuned for an update soon ;)
I was a bit sceptical at the beginning, because I thought you just lose height for each item, but can playthrough anyway. But the leveldisgn is so awesome and you really have to think about, what you should pick up for the next ending, and what you should avoid. After realizing that, the game really got me. I got all 6 endings in the compo version and after all the only thing, I would like to criticize is, that nothing happend, when i brought 5 rubys to the buy with the sack.. why is this and will it be changed? Also tried this afterwards in the post compo version with the same result.
@tempii yes, nothing happens when you bring the gems, sorry about that. It's the only thing that I couldn't make in time for the compo. I'll add it in an update I'm working on, with more endings also to make up for it ;) Thanks for playing all the way through! I think you are one of the first to unlock all endings so... congrats!
At first I though the jump seemed a bit too high and floaty, but it made sense after I figured out what was going on. The level design is very clever in how it depends on the items you have. I didn't like how you can sometimes get stuck, though. The visuals and music are good and there are also some funny moments. I got all the endings except the 4th one.
One of the best I've played for LD40. :) I loved how subtle the weight-dragging mechanic was, and how ably it was integrated into the level design. Wonderful world-building, cute little Lonk sprite, great design, and social commentary. Awesome!
Absolutely brilliant. You gotta tell me, what % of the jam was spent coding the game and what % was spent on level design? I can't believe you accomplished so much in the timeframe, this is one of the most complete LD games I've ever seen. Level design is amazing, the art is actually quite impressive too. It's pretty hard to make ultra low-bit characters and items look recognizable and you pulled it off so well. The music was never grating either, I really enjoyed it. Superb game!
@PeachTreeOath Thanks!! What I remember exactly: I slept 8 hours each of the days. I spent the first 5 hours or so coding custom platforming physics and the character sprites. They were not, perfect, but just good enough to keep going. From there, I started level designing all the way, coding stuff as I was needing it and playtesting every section as often as possible. I built the levels with blocks and added the tile art later (I wasn't sure if I was going to have time). Making the different ends was an idea that came along the way. They were easy because they were just reused gameplay graphics and a line of story. I used the last 5 hours of the second day for sfx & music (approximately 1 hour for making+adding all the sfx and 1 hour per each music theme). I'd say overall my time balance was something like: 25% coding 15% graphics and animation 50% level design & testing 10% music and sound FX
I'm very happy with the amount of content I managed to pull out in this one. I'd say the key was to shift coding time into level design and to go for a very time-effective art style.
I should probably write a postmortem after this comment lol
Although I never got to meet the dark lord I feel I connected with him and his need of pizza. I love the fact that the jump actually gets lower each time you get a new item, a great lesson to be sure, the more you have the worst it is.
I'm only missing ending two in the post-compo version, any hints?
Great graphics, interesting 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=aXJ9_qM1iLA
Fun to play, great level design and good art, definitely the most complete game I played from this Compo gameplay wise, I couldn't get the second ending in the post-compo version though :( I would love to see the postmortem.
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