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IDLE CLIMBER - Love Platformers but need your Idle Clicker Mania? Look no more.
IDLE CLIMBER - Love Platformers but need your Idle Clicker Mania? Look no more.
By homoludens
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 193 | 3.63 | 25 | |
| Fun | 174 | 3.58 | 25 | |
| Innovation | 29 | 4.17 | 25 | |
| Theme | 11 | 4.43 | 24 | |
| Graphics | 494 | 2.89 | 26 | |
| Audio | 386 | 2.65 | 21 | |
| Humor | 451 | 2.31 | 21 | |
| Mood | 431 | 2.86 | 21 | |
Comments
Good idea, but maybe you should tell the player, what the different buttons and things do ingame to, because it takes some time to find out and not everybody (like me :D) is reading the description of the game, because he/she (in this case i) wants to play it blind. But anyway: Great job :D
Thank you. Noted!
Combining activity on the right and left sides of the screen made my brain hurt in a good way. I really liked the idea of clicking the gear increasing my jump. Very Creative. I was pretty confused about the numbers for a while. So focus on how to explain your mechanics to players. Good Job! Fun game :D
obachuka
2018-04-24 05:07
I didn't get it at first, but then it CLICKED ;D It's very unique. I like the feeling of managing the character you play. It kinda reminds me of how I would pilot a robot or complicated vehicle. Having a friend play with me to click was fun too, as I'd shout at him to click faster.
The text was very helpful, I definitely skipped over the description at first.
Thank you for the feedback. I think after watching people play there needs to be a lot of work that goes into the explaining the mechanics part. Visually it is not connected enough, even though the particles and what not are there. After the Compo voting ends I will take another look at it!
Never thought of playing with a friend that sounds so much fun!
It was a bit confusing but I had fun playing this idler
Neat game. Figuring out how the fidget devices influence the world was the fun part for me. I think it's fine not explaining all that to the player.
marcenat
2018-04-25 06:51
I love "affordance exploration" as you call it. I always try to let the player find out what to do in my games. In this case it works very well because you let the player experience it in a safe environement at the beginning. But maybe the difficulty ramps up a bit to fast (for instance having to fire two bullet for the first obstacle while discovering that you can slow the kill zone while clicking on the wheel to jump is hard for a first test). Here are some thoughts: * I would have put the kill zone after the first obstacle. * Some visual cues on the player side would have helped to connect the fidget to their consequences. * Audio is minimalist but quite relaxing (which is a nice contrast with the fast pace of the game). * Graphics are cool too, I like the particle effect. Great work !
turncoda
2018-04-25 06:54
This is a really creative idea! It looks like you pulled off what you set out to achieve, so nice work.
I personally really love multi-tasking, especially in games, so this really scratches my itch. The blue lasers were super suspicious looking so I avoided them on my first playthrough without any consequence. In my second playthrough I figured I would try touching one... aaand I'm dead. lol
For some reason I didn't really feel like exploring affordances, like you mentioned in your blog post. I just watched your gameplay video and more or less copied what you did there. It was still fun for me, I guess because I enjoy challenging-but-fair mechanics in and of themselves, even though I consider myself someone who enjoys exploring the rules of various game worlds. I think I would attribute that to the urgency of the rising lava. I just could not afford to fool around! The urgency was great though. I would say that was the best and most effective aspect of your game.
I will mention that there are a good amount of rough edges in the game that I felt were a little unfair, but I can totally understand that, given the time constraints. I think the camera was the biggest problem for me. At one point I was near the top of the screen, but I couldn't see, and I accidentally touched a disintegrating block, and before I realized what was going on, I was stuck forever because the platform disintegrated and now I had no way up. Some quick fixes would be
* adding another route that is slower but not disintegrating * making the camera more fair. I think if the camera would just match my vertical position, it would have been fine. the lava might end up offscreen, but you could communicate the closeness in other ways, such as with a background color/gradient whose saturation/warmth indicates the closeness of the lava, or it could be increasing the volume of a lava sound effect, etc. Also you could do some kinda rubber banding to scale the difficulty for more advanced players. Little things, but I would have appreciated them for sure.
I honestly never used the mace thing. It's a cool mechanic and I'm impressed with your implementation of it, but it's just like, stalling the inevitable and I just intuitively never used it after trying it the first time. Spinning the mace is like telling your Metapod to Harden. Actually if I were good enough I'd spin the mace while platforming, haha, but I can already tell you I'm not capable of that. I was content switching between the number puzzle and the clicking though, that was a pretty satisfying level of difficulty.
Anyway cool game, I'm interested to see where you take the idea. I'm totally digging this context-switching gameplay you got going on.
cenullum
2018-04-25 08:12
dostum çok iyi olmuş mekanizmaları. karakter arada takılıyodu duvarlara ama olsun. o şeyi niye döndürüyoz anlamadım zaten ateşli olan şeyle uçabiliyoduk. müzikte sıkmadı uygun seçmişin. altaki şeyler kırılmaya başladığı yerde takıldım keşke checkpoint olsaydı eline sağlık.
şu da benim oyun bakarsan sevinirim : https://ldjam.com/events/ludum-dare/41/praxre
A good take on the theme! I found it pretty tense having to boost my jump whilst also spinning the pendulum to slow the fire. I kinda want to see a version where each can be controlled at once with a keyboard. So you have to multitask the 3 tasks at once rather than one at a time! A great submission, keep making games!
interesting and very unique. I havent seen anything else like this on ld41. Good job!
c1fr1
2018-04-26 03:22
pretty good idea with a nice execution, I also really like how you made the pendulum also work as a way to spin the gear, would have not thought of that if I made it. My only complaint is that blue kills you... blue tends to be associated with good things, so it might make more sense to color the hazards red, or change the texture into spikes or something.
@C1FR1 Yes! Someone found the nice trick. Fair point about the colors. I tried to map the colors to the fidget items to the effects and blue was the odd one out.
Very good game. Good balance of controls. A lot to do, but not too confusing, I liked that! Very well executed. Good entry!
niterich
2018-04-28 19:32
Solid entry with a great idea! A lot of people are talking about how the idle-input thingies don't match up or whatever, but I found it easy enough to remember. That being said, I think just adding some symbols or a more obvious colour coding would help the game immensely.
I found the platforming to be a bit frustrating, a little bit slippery and a little bit unfairly laid out. The one point that stood out to me was right after you break your first set of blocks, you have to jump from a 1-tile wide platform onto another 1-tile wide platform, while having to deal with a fairly low ceiling. I think making the earlier platforms wider and easier to jump on top of would help a lot.