viperfish9 2017-12-05 05:39
Loved it! Nothing bad to say.
Foon → Ludum Dare Explorer → LD40 → Melody : Burden of Sorrow
By bumibomber
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 237 | 3.77 | 22 | |
| Fun | 206 | 3.71 | 23 | |
| Innovation | 809 | 2.90 | 22 | |
| Theme | 656 | 3.33 | 23 | |
| Graphics | 239 | 4.07 | 23 | |
| Audio | 180 | 3.68 | 21 | |
| Mood | 482 | 3.40 | 22 |
Loved it! Nothing bad to say.
rad game. neat music, looks sick. i thought taking away abilities would be boring but i was wrong. responsiveness a bit iffy from time to time.
Great aesthetics, good music, gameplay is very fluent and polished and the overall presentation is very good. Works great with the theme as well. Nice :D
Great game! I did think the character was a little too small though, had to squint a little XD.
Great art, ok music, not much also to say, lacking in originality game play wise.
Hey pixel fellows! I realy like the clasSICK platformer mechanics! The jumping needs some polishing, but that doesn't mean that I will somehow lower rating for this, just to keep you in touch were you can practice more. Lets get to the another little issue, and then I'll cover everything else. Music was not playing for me T_T I cry, because the sound effects were great, and I'm sure that music could be great as well. Maybe its something with my pc? I will give it a try one more time later. So everything else...everything else is great)) Good job guys!
The level designer really loves wall jumping. Shame the wall jump isn't as responsive as it could be. Maybe I was missing something, but there was a part where after you lose the double jump, you have to wall jump and shoot to hit a switch orb. I tried to do it for so long, and when I finally did, the barrier flung the character out of the level, crashing the game with a fatal error.
Neat idea. Good art. Would be much easier to play with a controller. Level designs' dependence on wall jumping may be a bit of a showstopper for most players. Though I did find you could Mega Man X style climb some walls... but only if they're thick enough and you're facing left.
So first off For a group of people this is really super impressive The game works, it's responding, it has lots of really fine interactions with the level With the dash and jump and double-jump and wall jump and jump + fall hard to break platforms
etc.
I'd say that I find it a bit convoluted Too many things to do It may have worked just as well, better even with less controls Less possible interactions with the level It may have come out more focused
Next thing ---> the keys used on the keyboard are god-aweful Check it out on an AZERTY keyboard It's a nightmare ^^# It got my left hand twisted in a weird position - not comfortable at all ^^#
But it's really neat and finished and it workes and it's not broken For a Jam in a team of only, it's honestly incredible.
Good job y'all :D And here's some QA for you ---> http://y-roirand.com/host/QAjeu2.png I got stuck inside a wall ^^#
Take care :D
Thanks for the feedback guys!
Relased an update that fixes the multiple clipping issues, as well as made certain wall jump segments much easier! All feedback is appreciated :)
This is lovely. Reminds me of Cave Story in that it is pixelated style graphics and so much fun to play. Well executed and presented.
Thanks!
Ooooohhh! Lovely art! and GMS buddy :D haha First thing i'd like to say, I'd prefer text font being smaller, a bit hard to read. The gameplay made me think and reminded me of the Risk of Rain. Movement was fluid, double jumping and the wall jumping was very nice and polished. Very well done :D I have much to learn yet. My game doesn't even stand close to this. I think this is a great entry with fun gameplay. The controls were also quite similar to risk of rain, HOWEVER I'd like to point out the fact that it took me sliding my fingers all across the keyboard trying to figure out how to jump since at the start player can't get over the platform thing there without jump but the tutorial only hints at how to run. That's my only complaint.
Otherwise great entry and really fun game. Works great and very smooth. Awesome!
Those intro art and that chick looks great. But the controls are too hard for me. It feels terrible. Not sure where you got the idea for the controls. It would be a great game if it had controller support. But other than the issue with the controls, I like how the game has a lot of elements of a great 2D platformer - melee attacks, double jump, dash, different enemy types, interactible environments, creative platforming puzzles. Great job! The art would be nice if it was bigger though.
Overall: a great start to a game; I can see how it's trying to be a metroidvania, but those are difficult to build on a time limit. The music is fine, but a lot of the sound effects are grating rather than effective. The menu art is great, and the sprites are good too, but I think a lot of the environment art is a little too noisy and distracting. Too, the viewport is much larger than it needs to be for most places; some more zoom would probably make it easier to play (I played it in the default window it opened up with). Also, the camera hit the edges in a few places, so I'd consider padding those out so the player is always close to the middle of the screen. I'd definitely spend some time with a dynamic camera if I was polishing it up for release. While the font is flavorful, I'd have appreciate something more readable for the smaller and informational text. This is all polish stuff that you'd address if you had more time, I imagine.
I think the biggest problem is that the linear nature of the levels and the progressive accumulation of curses makes the game less interesting over time. "Look at these cool abilities! Look at the cool things you can do! Now they're gone." I think the most interesting way to do this is by having the abilities lost change the way the player looks at existing challenges, which really ties into the metroidvania theme. I think, even in the scope of the jam, you could have probably made a dungeon about the size of two levels that explores backtracking with reduced abilities. Traversal puzzles that get more difficult over time are always really cool (the recent Prey is a good example of a world opening up, yours could be a world that gets smaller), and this is a good setting to do it in. Of course, to really capture all this would take far, far longer than what you have time for in the jam.
Story and theme-wise, you've definitely got some missed opportunities. There could be a little more story than the opening text (my mind immediately jumps to "summoning/freeing some big bad"), and even a few lines of dialogue in-game could set the tone, and you've got the system you used for the tutorial to display it. I mentioned in the discord that hitting the bells should give you the curses, which I think would be a really cool way to tie them into the game.
Anyway, hopefully this rambling mess gives you some ideas. Great job and good luck with the game in the future!
The game is quite charming - I especially like the main character, who looks like he's dancing when idle. In general the game flowed very well, the movement and actions the character could perform felt fun but I would say that I found wall climbing a tad difficult because the character pushes away from the wall. The game feel aspects of the game were well implemented, the menus felt alive and the combat felt impactful - there were also secret areas which was cool. My biggest gripe with the game is the control scheme. I generally feel quite out of place using anything that isn't WASD but that could just be me. I feel like it would play very well on a controller. I did get somewhat used to it but there is a very real possibility that I just suck at this type of game (I do). Overall very fun!
oh congratulation! Nice art! Can I follow it also on indiexpo? Do you have also a page there? This looks great! I looked for the games that used the #LDJAM but I don't find yours. So good luck!! I will hope to make a video about it!
A fun challenge to be sure. I see Momodora was an inspiration! Just a solid little platformer, with the tried and true "start with max powers, trip on a rock, lose them, gain them back" bit which works well for the theme. Pixels are small, but well done and animated, and the text/art screens were a nice touch. Not much of a Metroidvania, but I dug the nods, like the aforementioned losing powers bit, and having to beat the game in reverse (upside down castle). It was a great idea to expand the game's length for a jam entry. Just a solid game all around.
A couple of suggestions, I would make it more obvious you have to turn back once you power up again. I tried to triple jump up the tower, but no dice. As others have said, the collisions could use some fine tuning as well. I'd also suggest allow the player to choose their controls, my hands starting to get cramped towards the end! Lastly, the reverse section was much too easy compared to the first half. Without any extra obstacles, it was much too easy to bypass everything and get to the end. Also, the game seems to crash upon exiting. Which is odd.
I had a lot of fun playing though, Great work!
2017-12-09 03H01M06.png
Now that was a very nice and overall nicely wrapped experience! An overall polished and juiced up platformer with responsive controls is right up my ally. It was also a nicely paced out especially when compared to other games I have played on here during this judging period, taking me some well twenty minutes to finish. The tittle screen and the overall artwork was also pretty great, and the whole overall theming of losing powers as you went certainly spiced things up (as well as having to do the whole game once more in reverse). The music wasn't the most extraordinary thing ever, but since each level had it's own loop, I still applaud all the work that went there.
As I've mentioned previously the controls were really nice and tight, but at certain points after the tutorial phase, I kept forgetting that I had some stuff at my disposal that I didn't remember given how few they were used outside of the levels that required them. For example, only on the third section (right after you lose double jumping) when I found myself stuck in a section was when I remembered I had the fireball ability at my disposal, because previously I had barely used it at that point. The same thing with the dashing. If the levels could have been more designed across all the abilities you had until a certain point, rather than focusing on a single one I think those types of situations wouldn't have been as remember-able as they are with me writing this feedback here.
Another thing that previous commenters on this game have also written is that there's certainly a big focus on wall-jumping that's probably a bit tad overdone. This also connects with what I mentioned previously, and that specific ability could have been spread out more rather than used all over the game. Some sections (like the last phase, for example) also felt alienating with the sudden jump in difficulty, reminding me just a bit of Kazio Mario.
My only complaint on regards to the graphics was the fonts. They felt slightly unreadable in full-screen and the credits screen actually had the text cut off (at least in 16:9). In the other hand, the whole gameplay view and experience was actually much more comfy when playing in full-screen than in windowed, with the sprites and viewports being just the right size (which I can see why it could be a problem for those playing in window mode).
Finally, did the green gems and and the big purple gem serve any purpose? I didn't notice but they didn't seem to recover health and I was expecting some kind of small surprise by collecting the purple gem because I was definitely surprised when I bumped against it on accident. :stuck_out_tongue_winking_eye: If they didn't do anything in this version, I certainly hope to see them doing something in a future version!
Overall, I hope my feedback doesn't sound too negative. This was really a very nice experience and [in behalf of our team](https://twitter.com/WhalesAndGames), I look forward to seeing more from you. Keep up the good work! :whale:
Great graphics, challenging 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=-BQct2dB93U