zicman 2018-04-23 18:51
I can't open the Win_64 compressed file
Foon → Ludum Dare Explorer → LD41 → The not-so Correct Platformer
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 614 | 3.42 | 48 | |
| Fun | 525 | 3.35 | 48 | |
| Innovation | 483 | 3.47 | 48 | |
| Theme | 658 | 3.50 | 47 | |
| Graphics | 768 | 3.16 | 47 | |
| Audio | 353 | 3.43 | 46 | |
| Humor | 2.28 | 9 | ||
| Mood | 812 | 3.00 | 47 |
I can't open the Win_64 compressed file
@Zicman me neither
I enjoyed this one way more than I thought! The concept is pretty amazing but simple. Once you understand how the platforming works, it's pretty smooth. The boss is pretty hard though ^^ Good work!
Game is nice and idea is good, but thing that I love is graphics and music!
@Zicman @Yippiez Are you using WinRAR to open them? You will have to unarchive the application to use it. Also, if the 64 bit file doesn't work, the 32 bit file should work just fine instead.
@Syrapt0r Thank you! I'm glad you liked it! Have you tried the whole game yet? There are a total of three bosses, and the last one is the best. It's worth getting to the boss.
@ab200 I'm glad you liked it! Guess having two dedicated musicians helping me helped it turn out a lot better!
*Update Note* Last boss is now easier (Shoot the bones!)
*Update Note* Player no longer falls through floor or walks through walls after being damaged.
@Zicman @Yippiez I re-uploaded the builds. Can you try now?
*Update Note* Boss2 no longer faces player with backside, first two bosses no longer fly away. Boss2 difficulty brought down, final boss difficulty brought down slightly
Nice work lads! We also did a very original too, ye mid check it out?
https://ldjam.com/events/ludum-dare/41/hype-time
I really liked the game! The concept is simple yet fun :) However quite often after getting hit by an enemy I was able to pass through obstacles that I usually need to jump over, thus causing me to fall into my peril. All in all a good game!
P.S. Not sure if it's just me but I was not able to download Windows version from itch.io (the download link only pointed to Mac version)
I like this game! The idea is good, but the implementation is PERFECT. I love the mood, the minimalistic graphics and the music. Good job dude!
@Tiberon Sorry if you weren't able to download windows. I was probably updating at the time. Also, I fixed the issue of the player passing through the obstacles before the jam ended and changed the bosses slightly, so you should redownload my project to avoid problems. Thank you for the nice comment! I'm glad you liked it!
@Shape Thank you! I'm really glad you enjoyed it so much! (If you want more, we plan on releasing a post jam version. Stay posted for more.)
Very fun to play, pretty challenging !
@Tyrod I'm glad that you enjoyed! Yes, it is quite challenging, but that's how it is, I suppose.
Nice game to play
@theBOSS12 Glad you liked it!
It is still not possible to download the Windows build from itch.io. Gamejolt version works, though.
I really like the basic premise. It me reminds me of jumping in the old 2D Zelda games which was always much fun. The game just works really well! At first, I thought the instructions were a little unclear, but on the first screen I got them immediately. I am impressed how you were able to create such a thick atmosphere with so little color and so few pixels! The soundtrack is great, too! Sadly, I was not able to finish the game because my notebook keyboard is just not made for precision platforming. It's not your game's fault! What I played was really fun, cool entry! Have a fish <3 🐟
@beebo-studios I'm sorry! I fixed it now! It was apparently hidden... Anyway, I'm glad you liked it! It helps when creating a mood to have music music music, so I had two musicians helping me! Thanks for the fish! I will now gorge myself on its fishiness.
I love this! Great genre mix, clean minimalist graphics, and very fun to play! The music was enjoyable and I like the use of camera shake to provide feedback. Great job!
This was lots of fun. I really enjoyed the music. Discovering the brighter color blocks represented height, I really liked that. Great job! Sometimes the enemies get stuck making them easy pickings. But that was in the jam version.
the big crab dude is pretty hard to defeat, but maybe tht's just me. The little moving things get stuck on every edge. Other than that pretty fun little game.
@Balance686 I'm glad you loved it! We intend to keep working on it, so more fun things to come!
@microwerx I'm happy you enjoyed it! Yes, the enemies get stuck on edges. That will be fixed in the next post-jam release.
@IronPotato Yeah, the bosses are hard to defeat. I had to nerf all of them multiple times in development, and then nerfed them again after release, and they're STILL hard! Also, the enemies do get stuck on edges, but that will be fixed in the next post-jam version. I'm glad you enjoyed!
Nice work! I was initially skeptical about the top-down platforming, but it actually worked reasonably well after I got the hang of it. It took me more work to understand how the game communicated platform height - it took me something like half a dozen attempts to get through the penultimate level because I tried to make jumps that didn't work because the target platform was too high up. The boss fights were cool visually and aurally. I kept getting caught off guard by the speed of their attacks, but I dodged enough that I was able to dps them down before they killed me. Playing the 1.0 version I beat the crab boss in two attempts and the other two on my first try. The controls felt awkward in that I needed to keep track of WASD for rotating, arrows for strafing movement, and two other buttons for jumping and attacking. It would be simpler to have a single stafing button, rotation tied to shooting, or mouseaim with right click for jump. Boss health bars would also be nice. I love boss fights and therefore support the idea of a boss-focused post-jam version of this.
@piscythe Thank you for the feedback! Greatly appreciated! Just so you know, the arrow keys aren't intended to be used. However, I like that you figured out that you can rotate with WASD and move with arrow keys. I might try to make that a permanent feature after fixing it a little. I think I will use WASD to move and arrow keys to both rotate and shoot (or the other way around). We tried mouse aim, but it was a bit of a disaster. Also, boss health bars are on the way!
*Update Note* The first post-jam version has been released! We changed quite a bit, as is evident from the notes in the description. No level redesigns, no new bosses, just a whole lot of awesome fixes and improvements. We took @piscythe 's advice and now use a mouse-based gun system, which feels a LOT better. Cheers!
The music is so good! I want to listen to this while I study!
@lost-Dutchman-software I'm glad you liked it! I don't know about it being good for studying though. Too much adrenaline!
@notpresident35 I study fast ;)
This is very clever and interesting. I definitely think the explanatory graphic at the beginning is super well-done, it easily communicates something very abstract about the game. Music is great as well.
@PolyHatSteve I'm happy you enjoyed! I'm glad to know the graphic works as intended!
The gameplay is a little rough but the music was great. I am going to try the post version that is more polished up.
Ok, I just finished the post jam version. I think the crab is harder than the final boss but besides that it was great. Good job.
Hmm, so this is a 3D platformer in 2D, lmao. Okay so, a lot of things were obviously broken, but I feel like that was good in a way. I feel like where the game shined was in it's jump puzzles, and everything else was just a distraction. The basic enemies would move way too fast and get stuck in walls and the shooting turrets were impossible to kill without getting shot. So I ended up just ignoring them and moving on. Also, the bosses were way to fast and therefore overpowered, so I was actually thankful for the jump over glitch that completely breaks them, as I felt they were irrelevant, these legs are made for jumping, ain't no giant monster gonna get in their way! Also, the last boss is just... I don't even. I literally stood still shooting, never even moved an inch, and that worked, lmao! :joy: In fact, the way the enemies were so broken felt almost intentional, because as I mentioned earlier, jumping was super fun! And the tricky color gradient changes you pulled there were clever!
I actually enjoyed the platforming. The combat wasn't great, mostly because there's no hit feedback so I don't know if I'm doing anything correctly or even hitting enemies of bosses. The bosses were super hard bullet sponges, too. Also the fact that if I'm moving diagonally and I hit a wall I just stop - that's not good! I know that movement code is tough to get right quickly, so that's something to consider for future updates.
@MrChippy Thank you for trying the postjam! I'm glad you liked it! We are going to be making some changes to the final boss, so maybe that will help with the issue of the crab being harder. Yes, we are fighting fire with fire. We might nerf the crab some, but nothing major.
@batmanasb Yes, lots of things were broken. We fixed a lot of them, such as the enemies getting stuck and bosses turning around, and we made it much easier to kill literally anything with mouse controls. The final boss also had some changes, so you can't just sit still and pump bullets in him anymore. I'm very glad you liked the platforming. We will be keeping it around, but it will be changing forms (and hopefully for the better).
@Aaron Nemoyten Thank you for the feedback! The boss health bars should help with the bullet sponge feeling a little, if you play the postjam. I'll try to help with the hit feedback on enemies and the movement code. I never realized about the movement, but now it feels super obvious. Thanks!
Liked the game :smile: Only complaint I can have is the controls being a bit hard when jumping to platforms that are just in front of you
Extremely innovative way to fit the theme, so high marks in both of those categories. Art was simplistic but done with a nice color palette in a way that really worked. Using color to mark 3d depth is pretty rare outside of 3d graphing in math class.
I'd say the biggest thing to improve would be leniency in the platforming. I would often move toward a ledge and jump, then the game would decide I was already off the ledge and couldn't jump and had therefore fallen in. With the top-down paradigm this is especially hard to judge so I would code in some leniency to make the platforming smoother.
@Zukureneno I'm glad you liked it! Yes, the controls are a bit tough when platforming, but that is one of the weird quirks of a top-down platformer.
@GenTel I'm glad you liked the game! Yes, we do need some better platforming behavior. This will be more apparent when we introduce a higher stress environment in the form of boss attacks while platforming. I'll work on adding some leniency. Another item to the big bad to-do list. Thanks for the feedback!
Good job! Cool game! I found the game very slow.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
Very original interpretation of a "3d" platformer :) I liked the minimalist presentation (reminded me of Atari 2600 games) and the pumping soundtrack.
Your bullets were a bit hard to read against the green background in the first level, I would have liked them in bright blue or even white, just so that I could see them better in frantic fights. The jumping mechanic is interesting, but it appears very linear, and that made it a bit hard to judge when I was reaching the apex in a jump.
I didn't make it far (see video below) so I can't comment much on the content, but the first boss was already a bit hard for me. I would have enjoyed a health bar for it or some other way to tell if I was getting close to taking it down or not.
The version I played was the one before you adjusted the controls, so the stuff I am complaining about is probably fixed anyway ;)
https://www.youtube.com/watch?v=IUjvukr54GQ
@PhilStrahl Thank you for trying my game! I appreciate the feedback. I think I'll try some sort of color-changing bullets so you can see them better on all levels, and I'll try some options for visual feedback on the enemies, as well as audible feedback. There are a lot of problems that you found that we squashed in the post-jam version, the biggest ones being boss health bars and mouse controls. Hooray! While you aren't recording any more videos, I recommend trying the post jam to see the differences and the solutions to the problems you discovered. I also think I will do some rethinking on the jump mechanics. It already seemed rather flat to me, and it needs some visual boosting. As far as content goes, I highly recommend going through the post-jam and checking out the final boss, the epic peak of the game. It hasn't changed a whole lot, so you can pretty fairly judge it off of that. As far as the puzzles, that's what the 5th level is for! I was using the first 3 or 4 levels to give the player an introduction to the game and a feel for the game, and then the 5th level is the penultimate that uses what the player knows. Cheers!