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Platforming Knight
Platforming Knight
By jakupf
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 460 | 3.55 | 20 | |
| Fun | 1037 | 2.72 | 20 | |
| Innovation | 77 | 4.08 | 20 | |
| Theme | 213 | 4.05 | 20 | |
| Graphics | 605 | 3.44 | 20 | |
Comments
Interesting, don't think I've played anything quite like this :thinking: A preview of your move might've been a preferred addition, but maybe that was intentional, figuring it out could be part of the fun. Some more interesting moves and polish, with levels to go with and this could be a pretty cool game.
jakupf
2018-04-25 16:28
@lightsoda Thank you for playing! Preview of your move was one of the planned features, but I didn't quite know how to implement it efficiently. I imagine it could be quite frustrating to lose because you ended up on diffrent tile than you thought you would, but it could also make game too easy with only 1 enemy type.
campbell
2018-04-25 18:02
I didn't find it very "fun" to play. It's very tedious navigating through the menus for every little action. But it is very cool, you did a great job of putting the theme to the test. Full points to innovation and theme!
jakupf
2018-04-25 21:24
Thanks for checking out my game @Campbell ! I was afraid that this game might not be fun for some, I had something diffrent in mind at the start, but it turned out more like a puzzle game. However I feel that if I were to add more enemies and more interactive tiles (moving platforms, doors and buttons) it could actually become more fun and challenging. I guess I can always improve it after Ludum Dare. Again, thanks for rating my game!
tn6
2018-04-25 22:05
Interesting game, I liked the blend but found a lot of the repetitive actions to be tedious, I would have liked a fight to break out when I came into contact with the enemies, Old school ff style :)
This was very interesting and cool, but gameplay was a bit slow. I loved the concpet though, it fits the theme very well :)
drskort
2018-04-26 15:48
beautiful graphics and really great idea ^^ Maybe a bit hard for a beginner but truly a great game ;)
jakupf
2018-04-26 18:46
@Tn6 Thanks for the feedback! I think that having to pick direction, then height and then lenght of the jump is the main reason why the game can be slow and tedious (Besides the fact that it is turn based). I did it to make game feel more like RPG (That why there is also leveling up system even if it's pretty barebones and pointless). If I were to continue working on this game after Ludum Dare I will propably change it so you just choose movement, then click on the tile you want to move on (Game will then automatically pick movement you will use). As for the FF style battles, this is actually really cool idea I didn't thought about! It would be a bit hard to implement in the current state of game, but I think it would be worth it and make game more fun!
@artur-hawkwing Thanks for having look at my game! Funny thing is, I actually layed down framework so the delay between each movement can be dynamically changed, or even reduced to 0 making each action happen instantly. And while adding option to the game which lets you change that delay would take me 5 minutes, I completely forgot to add it before I uploaded the game, and I think it would help make game feel less tedious and slow. It was my first jam, and I didn't really do well with time management, there is a lot of almost completed features in the games code (1 more enemy type, high score system based on turns it took you to complete level and stamina you used and also mentioned delay changing), but I run out of time before I could finalise them. Let's hope I will be able to prioritize features to add better next Ludum Dare!
@DrSkort Thank you!
This is both innovative and very slow to use menus each move. I beat level 1, but couldn't figure out how the combat worked for level 2.
One way to slightly speed things up would be to move the enemies simultaneously.
Great combination! Finding out which is the optimal movement is difficult but challenging at the same time. I wish there was a repeat function. The graphics are pretty and suitable for the genre. Keep up the good work!!
I was a bit lost at the beginning, because I was always missing my movements, but after a few experiments I finally finished the first 2 levels! I think it would be interesting to display a path of what the current selected action would look like, at least on the first level if you want to avoid the game to be too easy?
jakupf
2018-05-03 19:06
Thank you everyone for playing!
@gafblizzard If enemy tries to move into the same tile you are standing, and you aren't guarding in the direction enemy comes from, you will lose. If enemy stands on the tile next to you and you use attack in his direction, you will kill him. At first all enemies would move at once but I thought it didn't feel like a Turn Based RPG so I changed it to current system.
@Number6406 The move preview was one of the planned features however I didn't quite know how to add it and I ran out of time. While it would certainly make game easier, I think it would be perfect as an option to lower difficulity.
I couldn't find a way to make that jump at the bottom right XD But i really loved the idea!
I had some problems on firefox (had to play it on chrome). In my opinion, a grid system would be better than choosing from lots of different kind of jump and direction.
zambini
2018-05-13 07:01
Great application of the theme! It reminds me a bit of Zachtronics games, but instead of planning/constructing chains of actions you actually get to do it in "real time" (kinda, more turn based :P )
Nice work! One piece of feedback I'd suggest is making the menus a bit faster to navigate. Something like using 1234 instead of Arrow > Z > Arrow > Z might make it faster to blast through the flats and really would add a sort of "I feel like I'm really good at the game!" feeling once you got the patterns down pat :D