FoonLudum Dare ExplorerLD42 → Closing in on Pascal

Closing in on Pascal

By gamepopper

View on ldjam.com

CategoryRankScoreCount
Overall3453.4132
Fun3263.3131
Innovation4792.9632
Theme2223.8231
Graphics2553.5033
Audio2163.2632
Humor1613.0032
Mood2413.1832

Comments

alexkarate 2018-08-12 23:08

This is a pretty fun game! My 2 only complaints is that the wall-jump is a bit clunky and I would have liked to have d-pad supported for gamepads. It is also quite short.

austino-bobino 2018-08-12 23:11

Awesome art and tight controls. A great platformer, keep up the good work!

stephano 2018-08-13 13:03

Feels like a good platformer. I like the art, realistic but the dangerous objects a bit less so you can see its "interactable".

pohko 2018-08-13 13:08

Really great game, enjoyed it a lot! The wall jump took a second to get down, but otherwise great job :)

mike-inprinciple 2018-08-13 17:25

I didn't enjoy the sticky controls when slowing down, overly responsive in the air. I found they make the game needlessly difficult.

I thought the walls moving with time + your position was quite clever. Overall a pretty good entry in my opinion.

nenekiri 2018-08-14 01:33

Love how this game works with the theme of the jam! The gameplay was fast and frenetic but in a good way! My only complaint is that you have to hold up to jump when moving. That took me a little while to get the hang of.

divotionthebest 2018-08-14 18:56

Very Nice Game

awix 2018-08-15 06:34

A good game idea, the music should be improved. The graphics are good. But our game is better)))

aeveis 2018-08-15 06:50

nice job! I loved the pause right before Pascal gets crushed:sweat_smile:.

I think the movement was a bit too fast for the platforming, but still doable and not too hard.

The walls adjusting to where you are and still closing does make it a bit hard to see how much time you have left - I would make the closing slower but have the walls visible from the start (I guess location of walls closing would be percentage of distance between player and the edge of screen). Either that or try and set more of a restrict with levels and have set walls slowly close in on you (could make for some interesting mechanics, like waiting for a wall to close up so that it lifts you high enough to escape and other stuff like that).

2018-08-15 16:17

Nice graphics, fun game! I included it in my compilation video series of the Ludum Dare 42 compilation video series, if you’d like to take a look. :) https://youtu.be/M4_JaetxhkY

ghostgoatsgames 2018-08-15 22:27

Fun little game. Not the most original concept, but it fits the theme and the controls are done really well. Nice job.

anna-petrova 2018-08-16 14:26

Fun game! Nice graphics.

iballs 2018-08-16 15:53

I like the menu animations, It is a bit hard to finish it though, but I think overall it is really nice

rialgar 2018-08-16 18:44

Had a great time playing this. One suggestions: add a threshold to what you consider 'down' or 'up' on the gamepad, I found myself accidentally pushing it down just a bit and being unable to jump.

triplefox 2018-08-16 22:35

The game shows a lot of technique on the coding end of things with little details everywhere. I actually wanted all the transition animations to go faster, especially after I die.

The game design follows a very conventional platform idea and could help define itself by adding some more ideas that feed back into "running out of space". Pascal needs a good raccoon power like being able to dig up trash to build platforms. It doesn't just have to be the walls closing in, this could be an own-goal type of thing.

nam-nguyen 2018-08-17 00:17

The control and everything feels great, but because the character moves very fast and can just wall jump for as high as the wall goes, the effect of the enclosing wall becomes not very impactful on the game play. Or its because I haven't played long enough. Idk, I think the jump mechanic is very nice and it feels good, however the connection to the theme is a little bit loose, in a way that yes the space is closing, but how does that affect the player. Anyhow, a great great entry, well done!

joe-sycalik 2018-08-17 00:54

First of all, I'd like to say I'm impressed that this was all done in a custom engine.

I thought the game had a good amount of juice and little details that greatly improved the feel of the game (such as the screen shake and death animation). The graphics were well done and the controls were responsive, but the gameplay felt a bit too floaty to me.

Some nice additions would have been: -Having an option to move to the next level after beating a level in level select -Speeding up transition time after beating or failing a level would be nice. -Making the numbers selectable in level select, rather than the ROOM text above them, which seemed quite unintuitive to me

fenderbate 2018-08-17 12:19

Nice game, but pulling the lever could be the same key I enter the next level with :smiley:

g12345 2018-08-17 12:45

A nice game. Pretty hard too, i kept hugging the walls instead of jumping. ^_^

Nicely done, with all kinds of tricks and a wall closing on you. Took me a while to realise you mean to use the W key to exit level, too.

But it's a good complete game, well done!

mza 2018-08-20 13:57

Great implementation of the theme and fun gameplay. A game thats perfect for speedrunners. Bring right-handed, I feel like I would be better with the arrow keys .. If you do implement this - let me know.

gamepopper 2018-08-20 19:26

Thank you very much to everyone who has voted so far, to answer some specific questions:

@mike-inprinciple Thank you for playing it when I was on your stream, even though you had already played it beforehand. I can see some issues with wall jumping that should need to be fixed, even in the post-jam build.

@aeveis I see what you mean with the walls, I think it would have made more sense to have the walls clamped to the sides, so no matter where you moved they are always in view.

@nam-nguyen The idea was that the more time you spent in a room, the less space you had to work with. Although I did intend for you to use the moving walls to your advantage in some levels.

@mza Just to let you know I did include arrow key controls for post-jam version. :)

amras0000 2018-08-28 18:45

Some other people seem to have said this already, but it stands repeating: the level design does not match up with the core conceit of the game. I really like that the enclosing walls pick up enemies and move them around the level. And I could see a lot of cool action puzzle elements you could implement with boxes/enemies being pushed through the level by the unstoppable force of the enclosing walls. The game already lets enemies go through the level's hitboxes if they're pushed there, so way I see it no reason not to make that into a core mechanic.

What you have is a decent platformer, with occasionally sticky but generally smooth controls. I can't really complain about this as a game jam entry. It's definitely fine. I'm just dissapointed because the mechanics are there to make for a great puzzle game and you have no levels that take advantage of this.

Wait, I lied. There is one massive complaint I have about this as a fast-paced platformer. After every death is a 5 second animation of the racoon being crushed, then the score slowly crawls on screen, and all this time I'm mashing the A button to get back into the fucking game. Don't do this. Please. If you make a game where the player will die often, give them their controls back within half a second. If this game was longer, or more difficult, I wouldn't have finished it because waiting to respawn was so frustrating.

Also, if you have a post-jam version up on your site, please add a list of changes in your description. Sometimes the changes are small enough that the compo can still be judged by the postLD version and I get a better experience. If I don't know what the changes are I'll use the old version to be safe and this might be to your detriment.

arch 2018-09-03 19:37

Good job! It is a very nice and polished game. The floaty and fast controls can be fun, but they are a terror when dodging those darn bouncing barrels! The art style was well-formed and consistent throughout and the music fit the mood well. The rolling spikeballs of doom seemed abnormally slow considering the overall pace of the rest of the game. All in all, I would only suggest some minor level progression tweaks and reballancing those gosh darn barrels! Fantastic job!

ursagames 2018-09-04 10:40

That was a fun game! Loved the pixel art! Thanks for sharing your game with my stream awhile back. Your game was played around 5:38 into this vod: https://www.twitch.tv/videos/298692367