rayne 2018-04-24 05:28
Incredible. ALL 5 STARS! Amazing concept, intuitive controls, great use of the theme. I love every bit of it.
Foon → Ludum Dare Explorer → LD41 → Falling Labyrinth
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 41 | 4.17 | 36 | |
| Fun | 140 | 3.89 | 36 | |
| Innovation | 4 | 4.48 | 36 | |
| Theme | 14 | 4.51 | 36 | |
| Graphics | 231 | 4.04 | 36 | |
| Audio | 346 | 3.44 | 36 | |
| Humor | 253 | 3.51 | 34 | |
| Mood | 99 | 3.97 | 35 |
Incredible. ALL 5 STARS! Amazing concept, intuitive controls, great use of the theme. I love every bit of it.
This is a fantastic idea! Great game
That was the most unique game I have played so far. The mechanic of building the dungeon Tetris style blows my mind. Super cool!
Don't I know that gameidea from somewhere? Not sure where from
That was wonderful! What a great idea that was executed extremely well. The time limit and block limit felt a little harsh. I never felt like I was doing a poor job, but all of a sudden lost which doesn't feel that great. I like the concept of juggling two different styles of play at the same time and having them so interconnected as they are in this was genius. Art and music were also very good. Loved it!
Great idea for this genre!
Seriously impressive stuff, best use of the theme Ive seen so far! And having those items and end boss sitting on the screen really keeps you engaged and wanting to progress. Some good hooks in this game, but the dungeon-building-while-inside-the-dungeon aspect was what really makes this game.
Very interesting combination of genres. You basically spend time playing Tetris for a good portion of the game in order to set out a path. I really enjoyed that. The enemies being musical instruments was amusing and I love their designs. The general aesthetic of the game had this unsettling vibe; there was a right amount of dissonance in the music that spoke to the urgency of the gameplay despite also having a somewhat somber feeling.
I find the criticisms I have with this to be more in the finer details. As a whole, it's a solid concept and executed well.
- It would have been nice to be able to rotate blocks. - When fighting an enemy, it would be nice to have your action and the enemy's action delivered in two separate instances, rather than both parts of the text at once. I didn't realize that the text was simultaneous at first and the battle sequences were confusing for those first few moments. - I kinda sorta wish the Tetris parts were turnbased with the dungeon parts? That is, instead of having the Tetris and the dungeon going on at the same time, have a piece fall only after you defeat an enemy or something. Even with the extra time you get for collecting pieces, you still have to make sure you're positioning them in the right place while also trying to orient yourself in the right position to walk forward in the dungeon and it's like two very different control schemes you have to master all within a time limit. Maybe I'm just bad at dungeon crawlers, haha. - The game is way too easy to accidentally restart. :stuck_out_tongue:
But yeah, this was quite an intriguing game with a lot of multitasking, lol.
Thanks for all the great feedback guys!
@der-finski I'm not sure if it's been done before, if so that's a little disappointing, but regardless I had fun coming up with the idea and implementing it!
@kleinzach Thanks! Yeah, I didn't get much time to play test and get a feel for the difficulty, so if it felt a little difficult, I apologize.
@Random-storykeeper Awesome feedback! Thanks for the compliments. As for the criticisms, I agree 100%. All of what you said would have been stuff I would have worked on if I had a little more time. The only one I disagree with is the turn-based suggestion. I wanted my game to feel frantic by having to multi-task the two parts of the game. Also, is the restart button too close to the other controls? I originally had it as 'r', but realized it would be too easy to accidentally restart, so I moved it over. I didn't want it too far from the other controls too. I might reconsider the placement of that key, then. Thanks again!
This was really fun! It fits the theme perfectly and it has two different types of gameplay that do not interfere with oneother! At my first try i built too high a way upwards and that made the boss room unreachable, but i guess that ones on me.. :smile: The graphics were cool too! I really enjoyed this!
I really enjoyed the mechanics in this game and I think you've fit the theme perfectly with the mashup of dungeon crawler and Tetris-like. Also, really feeling those monochrome graphics (like my own LD entry). Really great work, I'm keeping this one installed.
I loved how innovative this game was! It was also very of interesting how both games were happening at the same time - one hand is playing tetris, the other is navigating through the dungeon. Also, the music was top notch. The one criticism that I had is, since the tetris blocks never stop falling, it makes it kind of hard to fully invest in the battles, which is a shame, because after I got to the boss I realized that the prompts were a bit humorous!
Overall, though, awesome game!
@LarrySeinfeld Could you also program it to be a combination of keys, perhaps? Like pressing R twice, or maybe pressing R and then Y to confirm and N to cancel.
Great game! Absolute best implementation of the theme I've found so far. I loved the frantic multitasking. The only complaint I have is the difficulty of determining how much damage you did. Also, I found that at some points, the first battles seemed impossible. I wasn't sure if accidentally selecting something you were out of MP for hurt you or just cost you the turn or what. I guess in all, a little more feedback to the player as to their action in battle would be really nice. There's a lot of criticism in there, but I assure you that I loved the game. Great idea, great implementation, those are just details. I really enjoyed it!
This is one of the most creative uses of the theme I've seen! It's also a very well-polished game: the controls on the falling block half of the game were especially nice.
One weakness I think this game has is that since there's so much going on at once, it's hard to pay very much attention to every individual thing. It took me a lot of tries to figure out that certain moves were effective against certain enemies, for example.
Very good use of the theme! Overall, the dungeon crawling was quite fun and the combination works well.
It might have divided the dungeon building and crawling into phases, so you first build a dungeon and then crawl through it.
@shohs Thanks for the feedback! Yeah, that's something I definitely want to work on. My battles are simple right now, but even in their simple state I have a little depth implemented such as weaknesses/resistances and mp costs and I want to make that stuff clearer to the player with better player feedback in battles such as indicators when you've hit an enemy weakness or when they are resistant to something and to allow the player a bit more time to read the dialog if they want to.
@Random-storykeeper Certainly! I think hitting 'r' then bringing up a little confirm window is a great idea!
@nardandas Thanks for the critique! Player feedback is something I'll work on for sure! Right now it's implemented so when you use an attack that costs MP while you are out of MP you lose your turn. I had intended to fix that problem before the jam was over so that the game lets you pick a different attack instead of lose a turn, but I forgot.
@trivial171 Thanks for the feedback! Yeah I have to improve the player feedback so the players have a better understanding of what's going on in battles. I think giving players a little more time to complete the game as well as clearer descriptions of what's happening in battle with some visual and audio queues to represent that is what I have to do.
@arzi Thanks! Part of my idea is to make the player frantically multi-task the two sides of the game. I understand wanting the two aspects separated, but I like the action/arcade-y feel that multi-tasking adds to my game.
Thanks for all the kind words and great feedback, everyone!
Creative use of the theme! Quite enjoyable.
Though I think I softlocked it by stacking to the top?
@Sintel Thanks! Yeah lol I need to add a game over state when that happens. For now a player can press 't' at any time to restart the game.
This is amazing. Incredibly creative. I love first person dungeon crawlers so this attracted me at first screenshot. Combat seems difficult, and I have yet to actually complete the game as a result, but I've given it several plays so far and really enjoy the mechanics. Enemies are humorous. Well done overall.
I think this is my favorite entry so far. It's definitely the most creative game I've played this Ludum Dare. Every facet of this game is so well crafted, and builds such a cohesive picture, that I can hardly believe it was developed over the course of a single jam! Very well done, @LarrySeinfeld!! 5/5 easy!!
@Chris-Coe Thanks, man! Yeah the combat could use better feedback for the player so the player knows what how to effectively kill enemies. Basically each enemy has a weakness and resistance so it's a matter of playing and figuring it out at this point until you notice it. I'll add better feedback though!
@jeplmr Thanks so much! that means so much to me, man! I'm glad you enjoyed it so much!
I have never played a game like this before, the mix of tetris and doom-like dungeon-crawling is just so well done here. To add to the criticism I would like some kind of bump sound or something when enemies appear, now they just pop up and when I was consumed in dungeon building I did not notice them immediately. You should have no problem selling a game like this (if you choose to sell it), well done!
I didn't expect this kind of combo, it's great! The music was a bit too dissonant for my taste but it kind of fit the dark visuals. It looks like it must have been hard to program
@wildcard Yeah, that's a good suggestion. I even noticed that myself sometimes when I play and I'm focusing on the dungeon building and didn't realize I'm in a battle. And I do plan on expanding this game and hopefully selling someday, so it's really nice to hear that, thanks!
@RocketRaccoons Thanks! And that's fair, I didn't expect a lot of people to like the music anyway. it's funny, I had this idea a little earlier on in the jam, but thought it would be too hard to program, so I was trying to go with a different idea, but then out of stress of trying to come up with something else I decided to take a walk and maybe think through what the algorithm I would need for the dungeon building and in the middle of thinking it through and it suddenly clicked, so I rushed back to my apartment and implemented most of it in no time. It's actually not that hard.
Very innovative. I liked the way the falling blocks turned into maze corridors, allowing the player to create the level as they played.
I thought the music was too loud, and would have liked a volume control.
The controls, switching between the two halves of the game, didn't work very well for me. Maybe something more turn-based would have been better.
But I thought this was a well done entry, and it captures the spirit of both the RPG dungeon crawl genre and the falling block genre really well.