FoonLudum Dare ExplorerLD41 → Transmute

Transmute

By evan-leibman and tayprangle

View on ldjam.com

CategoryRankScoreCount
Overall8263.2121
Fun4713.4221
Innovation10802.6321
Theme11432.4421
Graphics8473.0221
Mood9402.8121

Comments

heyycap 2018-04-24 03:29

I had to stop at the switching characters part, since I don't have a controller. Tried and true grindy puzzles are addicting.

superpokeunicorn 2018-04-24 03:32

This was a pretty cool game. I like how many different ways you use the shooting mechanic; the disappearing blocks were a good way of combining platforming and shooting. The visuals were also good. One suggestion I'd make is to change the control scheme a bit. Having jump be one of the face buttons means that I have to take my thumb off of the right stick in order to jump. Perhaps binding jump to one of the bumpers or triggers would have worked better for this game. In any event, I had a pretty fun time playing this entry. Nice work!

radow 2018-04-24 03:42

Wow. Love the Graphics, the controller movement is really slick for a jam, the puzzles are fun and the shooting aspect really integrates into the platforming instead of just being 'on top of it'.

albuquerque 2018-04-24 03:43

Nice graphics! And the shooting mechanics seem fun too. I like how it interact in different ways. My main problem was the jumping, which I could not control movement mid-air (which made it "kinda of unresponsive"). Also, after the part I had to shoot the 2 blocks to jump the gap I was stuck without knowing what to do. I tried it for 3 minutes and no clue. Hope you had fun in the jam! The game seems on right path!

spacemonkey 2018-04-24 03:45

At first I was a bit disappointed by the lack of sound and tutorial, but your level design is so good that I quickly forgot my first impression ! I noticed the "jump wall" mechanic by accident and was positively surprised too. Not to mention the other character you can control to solve more complex puzzles. That, sir, is a solid entry ! Good job on your first LD!

bodaciouslycrazy 2018-04-24 03:46

Pretty good! I agree with @superpokeunicorn though that the controls were a bit weird. Having to take a thumb off the right stick to jump was annoying. Otherwise, smart game.

imkrye 2018-04-24 21:49

I am in the same situation as @heyycap where I had to stop because I am using my keyboard and don't have a controller right now. I enjoyed the game though and the concept! I love puzzle games and I don't think I've seen anyone make a game just like this. Innovation! Also, a little music would go a long way I think. :) Great game

fleoh 2018-04-25 14:52

Funny game ! Good art, but the conrols were a little bit hard ^^ But fun game and good mechanics !

whirlwind 2018-04-26 01:59

Fun game; interesting mechanics. Good difficulty curve to slowly introduce mechanics. Controls took a bit of getting used to.

themonsterfromthedeep 2018-04-26 02:10

After reading other people's comments, I realized I was supposed to play with a controller, which explains why I had some difficulty with the controls. But in case you want feedback on the keyboard-and-mouse controls:

The camera is kind of unintuitive, given that it kind of swings in a circle around your character in accordance with your cursor, but I did get more used to it as I played further.

The primary problem with the keyboard controls is that, for some reason, W doesn't work on the player character to jump, which means that you have to switch between using WASD and ASD + Space or between WASD and arrow keys. However, ASD + Space is really the only option, because Q is so far from the arrow keys.

Finally, the controls felt kind of slippery -- but again, I got more used to them.

---

Aside from the problems with the controls, I liked the game. It looked pretty good, and I did manage to beat it even with the problems I experienced, so I imagine it's very playable.

My only question is how exactly the green things work, because it seems like on the first level I would shoot them and they would become "invisible" for a fraction of a second and then come back and start moving again.

evan-leibman 2018-04-26 19:57

@TheMonsterFromTheDeep Thank you for the feedback, it's greatly appreciated. I really like what I've made here so I plan on developing it further. With that in mind I definitly plan on tightening up aiming with the mouse, and the 'W' to jump problem wasn't one I noticed, so thank you for pointing it out. As I see quite a few people have pointed out the controls are a little slippery, or take a while to get used to, I plan on revisiting them and tweaking to get them more responsive and get the right 'feel' for the game.

As for the green enemies, the idea is when you shoot them they phase out of existence for a few seconds, allowing you to bypass them. (They should slowly fill back in over a few seconds then move, if they didn't then it was a bug I need to track down, was it immediate or over time?) The same happens to blocks you shoot that you phase in or out of existence. As I continue with this I definitly want to think about the lore / justifications of mechanics to make sure it all fits.

utho 2018-04-27 20:15

Ohhh! I can tell you had fun with the platformer side of things like you said, it feels really good! :D The jumping and the weight and mid-air movement the character has is flawlessly executed well done. I'd even go so far as to say the game doesn't really "need" enemies to shoot, activating the platforms in and of itsef was everything it needed i felt like. Also, wall jumps are super cool but dang hard! xD The amount of times i fell... Oh gosh, gamepad is indeed recommended. Good job, keep it up!

robber 2018-04-29 13:31

great combo! could be cool to alternate platforming with a kinda shmuppy part..nice graphics!

sondrian 2018-04-29 17:41

You have a pretty cool idea going here with the twin characters working closely together. The puzzle based platforming was also pretty cool. The issue that i had most with the game was the slippery player movement. It was difficult to get the character to go where I wanted them to go, and I think part of that is in the edge detection fails that happen close to ledges.If I tried to jump off of the corner of something I fell instead of jumped. Overall a really cool idea! Thanks for submitting!