FoonLudum Dare ExplorerLD41 → Flatformer

Flatformer

By nick-rafalski

View on ldjam.com

CategoryRankScoreCount
Overall1183.7943
Fun533.9043
Innovation623.9743
Theme174.3843
Graphics4033.1243
Audio773.6641
Humor2023.1142
Mood3373.0541

Comments

memel06 2018-04-23 05:18

Nice game concept! The card system and the mechanics were pretty funny! The graphic and music are meh, but is ok for a compo game. Polish it! And, I tried to let an enemy fall away by destroying the ground under him, but I got stomped by his anti-gravity feature XD Immagine.png

good-enough 2018-04-23 05:23

I like it! The art style is really neat, and the feel of the game reminds me of Chateaux en Guerre.

fanttum 2018-04-23 05:24

Some bugs here and there and balancing is kinda wack. The red beam attack making things un win able kinda sucked too, but some cool ideas and I had fun. 4/5 overall

pixelhurricane 2018-04-23 05:42

I really enjoy the take you did on this, we both did card platforming so it's interesting to see the differences.

Really the only complaint I have is that it's pretty slow between turns (a bias I made my game around i wonder) overall though really nice work! 4/5 overall

swen 2018-04-23 17:20

Enjoyed it. The red beam attack was really satisfying!

bcvery1 2018-04-23 17:21

Really liked the audio effects, may have been a little slow paced

agentendercake 2018-04-23 17:30

Slow paced, but really interesting. Enjoyable game, and great entry.

chris-magnuson 2018-04-23 17:32

This game is pretty good! I felt like the card animations were a little too slow though.

nick-rafalski 2018-04-23 17:39

@Memel06 I really wanted to make your strategy of knocking the floor out from enemies work, but I coded myself into a corner with their physics that I couldn't solve in time. You're smart to think that way though!

@good-enough Thanks! I'm not familiar with that game, and a quick google search turns up a bunch of different results, what are you talking about specifically? Regardless, thanks for the kind words :)

@fantum I think you summed up most of the problems with the game haha! It was definitely a bit too big a scope for my abilities. Glad you see the promise though!

@Pixelhurricane The slowness is definitely a major drag, I know. Enemies that are 'very far' away already instantly teleport to their new position, but waiting for 3 or 4 enemies that aren't far enough away can be feel awkward. Wish I'd come up with a better solution, but c'est la vie. Thanks for the kind words!

@swen Thanks! That beam was my favorite thing to develop for the whole game. The first time I added the particle effects and saw it kill a bunch of stuff, I was grinning from ear-to-ear. Glad you liked it!

@bcvery1 Definitely slow, and I wish I found a way to speed it up. Thanks for the kind words about the audio! It's definitely not my strong-suit but I always have fun making up sfx/music for jams!

@agentendercake Agreed on the pace, wish I had found a better solution than waiting for every enemy. Thanks for the kind words!

good-enough 2018-04-23 18:21

@nick-rafalski Ah, just checking my notifications and I see your game come up... I've got to play it again! ..and the one I mentioned was here: https://gamejolt.com/games/chateaux-en-guerre/8661

edit: Okay, after coming back and playing your game again I liked it even better. The deck builder is great, and the laser destruction beam of terror is sweet, and the enemies are real cute.

The thing that bugs me is when there are cards that don't actually work. Like move x spaces when x spaces ahead there is a block, and you end up just pushing against the block and wasting the card. In a card game, what is on the card happens, so I think that there should be some check to make sure the card will work.

Even better, instead of having the card "apply force in some direction for some amount of time" like it kind of seems to do, it could first determine the space you're going to move to, and then work out the flight trajectory using a parabola.

john-darrington 2018-04-23 18:29

Red beam was awesome. Audio effects felt great. It was a little slow - however, the complexity you were able to squash in there is great. I work as a software developer too, and graphics are always last on my mind. Yours was the first source/project code I dived into because of it.. Awesome job :D

coldmoose 2018-04-23 19:58

Loved the audio probably too much! As others (and you) mentioned, it takes too much time after selecting a card. I always wanted to rush through the level but had to wait. Another problem is that I should be able to just use one of every card in my deck, and when I don't have the card I need I just discard my hand to search for it. Makes the cards in hand a bit redundant unless I'm missing something? Overall had a blast playing it and one of the best games I've played for LD41.

nick-rafalski 2018-04-23 20:40

@good-enough Thanks for the positive comments! The laser beam was definitely the most fun to implement! You brought up a bunch of cool ideas that I may have to add in a post-jam version; especially pushing blocks with your movement! As for the flight trajectory parabola, there is actually a 'preview line' available for jumps and dashes (click the 'P' button on the card) that will show you the trajectory. It does NOT take into account the physics of hitting blocks and stopping, but it's a start! Thanks again for playing and all the feedback

@John-Darrington Thanks for the kind words! I hope you don't judge the source code too harshly, it's some of the worst spaghetti code I've ever written. This game definitely pushed me to my limits as far as what I can produce in 48 hours. Thanks for playing!

nick-rafalski 2018-04-23 20:49

@coldmoose Wow thank you so much for the positive feedback. You're definitely right about keeping 1 of every card in your deck. Originally, the enemies and obstacles were going to be a lot more dynamic, so you'd likely die if you waited and re-drew your hand every turn, but I never implemented all the things that would make it harder (moving platforms, smarter enemies, etc). You're also right about the pace. I wait for every enemy nearby to take his turn in serial, so with 3 or 4 enemies, you can be waiting quite a while. If I did it again, I'd make all enemies move at once, but I just didn't think it was that big a problem till everything came together. Thanks again for playing, and especially the compliments!

isopoly 2018-04-24 03:35

Nice! I had a lot of fun playing it, the sound effects are perfect :D Great job!

nick-rafalski 2018-04-24 20:24

@isopoly Thanks for taking the time to play, and especially the kind words :)

jhandsy 2018-04-24 21:46

dude this is great! Your deckbuilding mechanic is rad, made me really want to grab those point cards. And the laser is super cool! Super great entry! The procedural generation seems really nice a varied!

I did find myself wanting to use cards mid jump a lot, but I'm not really sure how you would do that and still have the active gravity!

nick-rafalski 2018-04-24 22:35

@jhandsy Thanks so much for the positive words! You're right about wanting to use multiple cards. It was a design choice to make it very grid-aligned and turn-based (so you could better plan-out your moves), but I have to admit it makes it kinda slow; maybe even boring.

captainpilot 2018-04-24 22:59

Nice game and concept. My main critique is that the between play phase takes a little long. I already knew what card I wanted to use next but had to wait for all the animations to finish.

gamesplusjames 2018-04-25 02:22

That was really interesting and fun to play. I like the random levels, the ones I got at least flowed very nicely. using the cards to move was really cool. Waiting in between turns for the cards to be clickable again felt like it took a little too long but otherwise that was really cool. Nice work!

nick-rafalski 2018-04-25 02:37

@CaptainPilot Thanks a lot for the feedback! I agree it can be kinda slow. Thanks for playing!

@gamesplusjames Thanks for the kind words! I totally get what you mean about waiting. I make you wait for every enemy to take his turn in serial. In reality, I could make them all go at once, and it would speed it up a ton. Thanks for your feedback!

gastricsparrow 2018-04-25 03:02

This is a solid game, and I'm sure with enough polish it can look as great as it plays! Your card graphics are easy to get and the game makes sense immediately, which I can't say for all jam games. I like your shuffle graphics. Great job!

nick-rafalski 2018-04-25 03:10

@GastricSparrow Wow thanks for the compliments! The card graphics are about the only art-related things that got a second-pass because I knew their readability would be important. Glad it came across! Thanks for playing and the feedback!

maduke 2018-04-25 04:49

This game is pretty cool. I like the way the card graphics look. Overall it may be a bit slow and lacking polish, but it is fun and unique. Great job!

nick-rafalski 2018-04-25 14:32

@Maduke Thanks for the compliments and feedback!

ghostrunners25 2018-04-25 14:53

Great game. I love the concept of the game and the graphics are good. I like the way the player and cards look. With some polish this game would be amazing. I found the game fun to play, i like the fact you added the p button on the cards to see where it would take you and how high. That was a good feature. Things that may need a bit more polish are the enemies and the audio (although i can't really talk about audio). It also amazes that you were able to create this in 48 hours. Well done this is a great game.

fussenkuh 2018-04-25 16:09

Wow! It's hard to believe that you packed this much content into a 48 hour deadline! Sure, it's a bit rough around the edges, but, what you've accomplished in such a short period is pretty impressive and could likely be polished into a quality game if you so desired. The concept is rather cool.

Personally, my two favorite things are the big freakin' "blow everything to hell" laser and, the surprisingly amusing sound effects, as basic as they are. Other's have already commented on my biggest complaint which is all the waiting I have to do after I play a card. Removing that downtime would make the game much more player-friendly.

Overall, great job!

snowy 2018-04-25 17:27

I don't like card games... at all. *But* I did really enjoy playing this game. I don't know whether it was the charm of a simple platformer, the cute graphics or the... "A Capella" voice effects (for the lack of a better description), but this game spoke to me.

The flow of the game was, however, interrupted by a long pause between playing two cards. I'm not the first person to comment on this though, so I won't add to that long list of repetitive comments on it. There was some polish and a certain degree of challenge I missed though, and I don't know if that can be really excused by the amount of content in the game.

nick-rafalski 2018-04-25 18:19

@GhostRunners25 Wow thanks for all the kind words! You're definitely right about the polish, but I'm so glad you had fun!

@FussenKuh Thank you for the feedback and compliments!

@Snowy Wow 'spoke to me' is such a great compliment to hear. Even more so when it's a genre of game you aren't fond of. Beyond the slow pace, you're also right about the difficulty. I failed to allocate enough time to make truly challenging levels, and that is one of my biggest regrets. Live and learn! Thanks for playing!

mikedirl 2018-04-25 20:40

Very enjoyable game. The game mechanics worked really well, found the game play had the right balance between challenging and beatable. The sound effects were fun.

richard-n-silva 2018-04-26 00:00

Man, I really really reaaaally liked the mix you made between those genres. I haven't seen any other game with that premise. Congratulations on that!

Also, the audio is super fun, there is something about mouth sounds that really gets me everytime.

My only critique is regarding the jumps, since it took me some time to figure out which jumps would be able to reach specifics platforms. Overall your scope seems very good and the gameplay has lots of potential.

Congratulations!

nick-rafalski 2018-04-26 00:08

@mikedirl I'm glad you enjoyed it, and thanks so much for the compliments!

@Richard-n-silva Wow I'm flattered! I have seen quite a few card-game/platformers so far, though I'll admit mine is one of the few turn-based ones. FYI, there is a blue 'preview' arc when you click the 'P' button on the jump cards that'll show where you'll go. For some inexplicable reason, I didn't mention this anywhere in the game, or on the this page, so I don't blame you for not noticing it. Thanks again for the feedback :)

neverautomatic 2018-04-26 06:03

Fun game! Clean and intuitive graphics and UI. I really appreciated the previews for card effects too. :D

nick-rafalski 2018-04-26 13:33

@neverautomatic Thanks for the kind words! My artistic abilities are definitely lacking, but I did try to make them as readable as possible. Really glad you liked it!

olivier-millochau 2018-04-26 18:23

This game is great, the concept is very good and well executed, and the music was so chill and pleasing, not the anoying thing that we can see on LD games sometimes ! I also really like that the laser could destroy block and not only kill monsters, this is great !

I dont' know if anyone point it out in the comment already but I'm not sure if the proceduraly generated level is the best idea, you can probably do great level by hand with such a concept ! In my opinion levels were very fun but a bit simple, handmade level could have make things a bit more tricky =) (but level design is very time consuming also, soooo idk...)

Good joob anyway, I really enjoyed playing your game ! (and sorry for my english, i'm french ^^')

helpcomputer 2018-04-26 18:30

This was a lot of fun, and addictive! I also love the sound effects and music was relaxing and fitting to the style of the game. Well done!

raccoonludos 2018-04-26 19:16

Really like this game, it's simple but everything looks polished and finished. As everyone noticed sound effects are great. I clicked on the discard button several times just to hear that. Good work.

tsjost 2018-04-26 19:50

It's a bit unclear what you're supposed to do in the beginning. I tried moving around with WASD, and pressing D brings up some help screen with a "Done" button in the bottom corner, which isn't clickable until you press the "Done" in the upper corner -- but pressing that one did something in the game which I didn't see so I had to restart.

After that it was quite easy to figure out how to play, after trying a few cards to see what they would do. Even knowing a card, though, it's sometimes hard to tell exactly what it will do in some cases. Will the jump parabola be able to reach this ledge? Or this card hanging in mid-air? Having some visualisation in the world of the card's effect might make this more intuitive.

The game mechanic is pretty fun, considering I don't typically like card games. Sometimes you have to wait a long time for the enemies to perform their turns which is extremely annoying and breaks the flow. The camera is a bit lazy and has some problems falling behind following the player, and it's so zoomed in that sometimes you can't see the floor on the layer underneath you.

On the second level the Deck Builder screen popped up telling you about a buy/sell cards mechanic. After writing this I realised that that screen _is_ the buy/sell cards screen. I'm not entirely sure what purpose the deck builder serves -- again, I'm not a card player -- except give you more of a certain card, but it's all shuffled and the cards get re-used anyway. Some cards are smaller size than others. I'm not sure if that's a bug or some feature I missed?

Overall a cool game and I'm always a fan of mouth-made sound effects! It'd be addicting with better pacing and intuitive UI!

Having to "program" a sequence of cards that the spaceship has to execute all in one go would be an interesting twist too.

nick-rafalski 2018-04-26 21:28

@olivier-millochau Your english is just fine! Thank you so much for the compliments. You could very likely be correct about the hand-crafted levels. Without great algorithms, procedural generation can be pretty bland. Alas, it was my only option when I was up against the deadline on Sunday night still implementing major features. Thanks again for the feedback and kind words!

@helpcomputer Thank you so much! I'm always humbled by the positive feedback on my silly sfx and music. Thanks for playing!

@RaccoonLudos That makes my day to hear you'd click the discard button just to hear my silly sfx! Thanks for the feedback!

@tsjost You managed to find an accidentally left-in feature! Hitting the 'D' key automatically brings up the deck-builder, even though it's only supposed to show up before a new level. Whoops! You're right about the deck-builder not being very useful. I give you 7 pretty useful cards right away, and there isn't much need to customize your deck. I was hoping to have more card types, and require the user to customize his deck to have hopes of beating harder levels, but I ran out of time. The small cards are a bug. They're no different than the regular sized ones, but for some reason their scale changes when I move them around the various UI states (deck, hand, discard). Never figured it out in time! Overall, thanks for the great feedback! I really like your sequence/queue idea too!

jangamesdev 2018-04-27 01:57

That was a ton of fun, like some other people I felt the wait between turns was a little long (Maybe I'm just really impatient) but the merge between the two genres worked great. Also, I would have liked if there was some sort of preview of the movement before using the cards (Probably not implemented because of the time constraints but would be a great feature if you keep working on the game). Amazing work!

nick-rafalski 2018-04-27 03:01

@JanGamesDev Thanks for playing! There is actually a 'preview' line that shows where you'll go for jumps and dashes if you press the 'P' button on those cards. It isn't smart enough to take collisions into effect, and there is no preview for the laser, but it was a start! Thanks again for playing and the compliments!

jchaplin 2018-04-27 21:35

Very cool, great job! I really liked the sounds effects as well.

schu 2018-04-27 21:44

Very interesting concept. I really like the idea but overall it felt pretty slow to wait for the actions to play out and most of the time the cards I should pick were pretty obvious. I tried to use the red laser to kill an enemy but then it just destroyed all the ground in front of me so I couldn't possibly progress to the exit. The art (in particular the UI) was also pretty lacking but the audio was very solid.

nick-rafalski 2018-04-28 03:06

@jchaplin Thank you for the compliments!

@Schu Thanks so much for the feedback! You're definitely right about the slow pace, and that 'destroy the ground in front of you' is definitely a failing on my part as a level designer. A few people have commented on that. Thanks for playing and for the compliments!

levidsmith 2018-04-28 03:54

Nice use of the theme. The gameplay felt solid and the card logic felt appropriate. The music and sound effects were well done. It seemed like the triangle spike killed me when I was not on that tile. The laserblast also can destroy regular tiles making it impossible to complete the level. I couldn't tell if there was a penalty for reshuffling the deck. I liked being able to buy new cards with different abilities with the hammer points after completing a level.

nick-rafalski 2018-04-28 04:13

@LeviDSmith Thanks for playing and the great feedback! The only 'penalty' for reshuffling the deck is that you don't get to move/jump on that turn. I originally planned for there to be many more dynamic obstacles (shooting enemies, enemies that seek you out, etc) and not moving for a turn might get you killed. As it turned out, the game is pretty tame and you'll rarely be in that position unless you put yourself there on purpose. Thanks again for the compliments!

p-r 2018-04-28 08:08

top sfx, lol

zirrrus 2018-04-28 08:32

This is really good! Cool concept and executed very well. Those mouth sounds are perfection.

The only issue I ran into was that I sometimes fell back down from a ledge after a high jump, that felt like janky physics.

goutye 2018-04-28 14:19

I played a few other Platformer/Turn-based/CardGame games during this LD, and this one is the most accomplished so far! The game is more relax, friendly and let you the time to understand the mechanics. :v: The levels are not complicated, even though they don't get more difficult. The deck building aspect was exciting. I started to add cards at first, and then realized that a deck of 5 cards (->, ->->, ->->->, Jump1, Jump2) allows you to have consistency and to solve all levels without issues. From this point and on, I drawing card was just an animation that put back the card I used in my end, and the deck building aspect was unused. It would have been better to raise the minimum limit to 10 cards, or add a concept that makes having few cards a bad thing. :smiley: Overall the game is a lot of fun, and can be trully mastered in a few steps! Well done! :smile: Also, the SFX were perfect. 5/5

nick-rafalski 2018-04-28 14:33

@Zirrrus Thanks for the kind words! 'Janky' is definitely a fair word to describe the physics. I tried to keep everything aligned to the grid, so that the player can better plan out their movements and end up in predictable situations. So I kinda ungracefully manipulate the physics in a couple ways to achieve that. Thanks for playing!

@Goutye Wow thanks for the compliment! You are spot-on about the deck building. I originally wanted to only give the players very few boring cards (dash-1, jump-1) at the start, and slowly increase the level complexity, while allowing them to buy more cards. Harder levels would also require more specific cards, like 2 dash-3s in a row, etc. But I ran out of time to make a good level progression and went with the procedural route, which meant I had to make sure the player had all the cards necessary to overcome any obstacle from the start. Anyway, thanks for the great feedback and for playing!

ryzy27 2018-04-28 23:38

As a programmer myself I appreciate the complexity of this game. Procedural generation alone is very ambitious, but implementation feels balanced. And even though it must have taken a large chunk of your time, there are no bugs that I have encountered. UI is very simple, but it explains everything clearly. I didn't have to guess or test how anything works. Art and explanation were clear enough for me to jump right into the game.

I enjoyed it a lot and I hope to to see more from you. Cheers!

chaseplays 2018-04-29 07:55

Great work! I really liked this game, and had a lot of fun playing it. The deck-building was incredibly interesting (I made The Matter at Hand, so I have bias towards games with cards), and your execution was really good. Now, the main problem was that the game was a bit too easy, and I would love to see this idea expanded with more intricate level design. Otherwise, nice work!

nick-rafalski 2018-04-30 13:49

@ryzy27 Thanks so much for the compliments, and the feedback!

@Chaseplays I definitely agree about it being too easy. Thanks for the kind words!

chris-hall 2018-05-02 20:26

This is really cool, could def expand this into something serious!

nilstastic 2018-05-03 18:47

Cool game! I find it a bit to easy, but the sound effects compensated for that :-), they really made me laugh out loud while palying. Great job!