zyapimstudios 2018-08-13 17:27
Looks Amazing!
Foon → Ludum Dare Explorer → LD42 → Purple Void
By mochakingup, ebinkatsu, ilhamhe and Ruditabootie
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 185 | 3.80 | 41 | |
| Fun | 346 | 3.48 | 40 | |
| Innovation | 445 | 3.32 | 40 | |
| Theme | 167 | 4.00 | 41 | |
| Graphics | 7 | 4.70 | 42 | |
| Audio | 77 | 3.93 | 41 | |
| Mood | 91 | 3.87 | 38 |
Looks Amazing!
Great game! Reminds me of Binding of Isaac except with more weapon based movement.
This looks (and plays) like a profesionally made game.
I really like the drawn art style of the graphics. Fighting the boss was fun and I really liked its attack patterns. Little bit more health would have been nice because I found the game pretty hard (or I just suck at the game). Overall a fun experience and interesting backstory.
Really love the charm and aesthetic in this entry. The controls are really tight and responsive and the concept is easy to pick up and play.
Game looks awesome. The art style is cool and gameplay's great. I really enjoyed it!
The controls didn't work. I was playing on pc with mouse and keyboard. I couldn't dash, or do a ranged attack. Regardless smacking the bosses silly was still fun. and the graphics and music were amazing.
This was charming and awesome. It looks extremely polished and professional. Your team created a great piece of art. The idea is also very theme fitting! Thanks for creating this beautiful game, I'll surely keep it in my computer to play it some time.
This easily wins my 5 stars overall.
I also made a Compo game based on the purple void, what a coincidence! Take a look if you want :)
That game is awesome!!! But i would love to be able to change the master volume)
This game looks really great! The boss behaves well, too, good job all around
This game's graphics awesome.Great job!
It's the most polished game I've seen in LD42. Everything looks great, I just didn't like the game doesn't restart instantly when we die. I died a lot, mostly because I stayed too long using melee attack.
Fun game and amazing graphics! Musics were high quality! Gameplay was OK, but I had hard time getting past lvl 3 because getting hit while in melee range meant insta death almost every time as there were no short invincibility after taking damage :(
solid entry! I love how you blended 2d characters with 3d space. at first it was a bit hard to aim but eventually I got the hang of it. good job!
Not a lot to say that hasn't already been said but the game's graphics and music are both amazing for a game jam game. I absolutely love both.
The game itself was a decent level of challenging - I kept at it for a while but I never got past level 2. I have to admit, level 1 was a good introduction but felt a little bland. I got to level 2 and saw the new attack patterns and more creative stage design and immediately thought "oh there's more here!". Controls feel good for the most part, though I was kind of surprised at the lack of a jump, just since it was pretty easy to get stranded.
Thanks for a fun entry!
Wow this is really amazing, especially in 72 hhours! The only thing i would like to improve is that landing the ranged attack is a bit difficult!
First of all really nice graphics and gamedesign. Not a huge fan of this gameplay but well good job here. As just the previous said the only thing that i guess also could be improve is the range attack. But still really good game. Enjoy have fun !
This game is well-produced for sure, and I wanted to play it just based on the stuff I was seeing in your devlogs, but when I see a well-produced game I end up critiquing the design more harshly. So I'll be the odd one out in this sea of deserved praise.
The thing I'm generally looking for in giving game jam feedback is "how could it be expanded on?" and you've cut off the possibility of that by using a scenario that is built on pragmatic convenience: boss fight in void, the boss fight is the whole story, the abilities of the characters are generic, and the characters don't really play off each other or suggest anything more - I don't even know what that boss *is*. There are a lot of games that achieve roughly this quality of design in LD, just with less polish - simpler graphics, less refined boss patterns, etc.
I can't think of anything to say like, "maybe you could add this or change that," because the concept is so unstructured, it could just go in any direction. And that means that if you were to have a meeting tomorrow where you're like, "let's turn this into a commercial product", you'd probably have to start over. The game leaves a great "product impression," but a good prototype will also excite the imagination and make you say, "and then we could also add all this other stuff and take it even farther".
If you'd like more of my thoughts on design process, take a look at my devlog, I blogged my whole process for this past compo.
Very nice!
Loved this, great graphics and great audio!
Beautiful art, the menus feel really polished. I love the the whole look of the level, especially the background. The audio fits nicely.
Game play feels good, would have been nice to have a bit of feed back on how much damage you are doing to the boss. Also is the dash and attack the same? maybe you could dash slightly further forwards to distinguish between them. Overall really enjoyed this game. Very well made.
Love the visuals but the game is hard as nails for me!
Graphically, this game is wonderful. It delivers in color design, character recognition, and in telegraphing of moves on a level that very few games can do in a Jam. I love the look and aesthetic of this game
Where this game falls short, on the other hand, is in movement and controls. I cannot play this game for more than a minute without getting frustrated. I really would like to, but there are some aspects that I can't grapple with. The movement feels floaty, and the dash feels incredibly hard to aim. The controls were slightly confusing, but that boils down to me being used to a certain control scheme when playing this type of game.
Again, I don't dislike the game, I just think the sloppy controls ruin the experience. Great work on sound design, visual design, and menus.
I mean, why can't I jump? Slipping through a single tile is not the best experience I've ever played..
Digging the art and main menu design though :grin:
I loved the look of this game so much that, when I realised I didn't catch the name of it, I spent about 20 minutes scrolling through blog posts until I found the screenshot I recognised.
That aside, I love the music, as I think it matches the art style just right, and it generally looks fantastic. It was also a lot harder than I expected. The boss's hitbox is a lot smaller than I expected it to be when shooting, and I think a great addition would be some invincibility frames after getting hit, as I found myself getting immediately destroyed when the boss used its ranged attack.
Jumping with the cost of energy would be a nice addition to the gameplay options. For 2P mode I thought it could be fun to share the energy bar between both players so it will encourage cooperation (1 agro, 1 range). And I'd play a full game with this beautiful art, vfx and melee combat. Great job guys!
Here is my playtest (I'll play more soon):
https://youtu.be/fLoWmg0Tns4
Hi everyone, thanks for all the feedback and response! :smiley: The game definitely has issues, and a lot that can be improved upon.
@triplefox I agree, we focused too much on the mechanic and theme. And the lore and story are pretty much non-existent.
@datyak @sharky3188 my bad, I put the wrong key in the description. Dash should be F on the keyboard. whoops. :stuck_out_tongue_closed_eyes: Also added in the description that you need to recharge the ranged attack by using melee.
@cppchriscpp @vekstr @icxon hi, in case you didn't know, you can dash through the holes, which I know isn't the same as jumping but at least you won't stuck in a single tile. :smile:
Nice graphics!
Thanks for the reply! I sorta realized that, but I guess I found it kind of finicky. It seemed like a lot of the time I'd dash and end up in the hole as a result. Might've just been unlucky of course, but I started to avoid using dash as a result. (That said, it really didn't detract much from the experience!)
a really good game, i like everything, the music, the art, the mechanics, the only think its that a lot of times the player gets stuck in the holes and sometimes the enemy teleport( but i think its an enemy hability).
hope it help.
@rodrigo-ramirez I code the boss and I need to be honest to you guys. that teleport thing is not his ability, that's an actual bug. :laughing: I noticed it during testing but that's quite rare and hard to reproduce. so, I just let the bug unsolved and hoping everyone assume it as his ability. :sweat_smile:
I loved the aesthetic, and this game oozes of one with much more production quality than many other LD games, but I do have a few issues (partially because I did have such high expectations, and I still loved the game!). At times, the controls/combat felt a bit clunky in terms of combining fluid movement and attacks. Also, if you stand too close to the boss, you die instantly (I assume the hitboxes of their attacks in every direction hit you, since they wouldn't show up behind the boss). Maybe a small invincibility period after getting hit would help? Also, a jump would be nice. Other than those things, the scope, presentation, theme, and feel of this game were top notch. Even though I'm nitpicking, I still had a lot of fun!
Seems like a cool game. The art is really nice. I liked the animations for the menu, your attacks, and the blocks disappearing and reappearing. The characters all have personality just in their looks. The main character has some interesting gear that give a cool space theme and a cool headband scarf.
Having the ranged attack be charged by melee attacks is a simple mechanic, but really helps give the game a bit more depth which is nice. Instead of spamming ranged, you need to charge it, and with the floor disappearing, the ranged attack gives you something to do when you can't melee. The 3 hit combo the character has is quite nice. It seemed like the third hit could be handy for maneuvering around the map. I found myself trying to move around with this the first few times I played because I forgot I could dash with f. I think the controls could be a bit better. I would rather have had the dash on space instead of space being an alternate way to press left mouse button. If you had used something like GetButtonDown("Jump") instead of GetKeyDown("f"), I would be able to change the "jump" keybind from "f" to "space".
Dying and then having the whole game reset to the title screen was VERY frustrating. I also found it very hard to tell where exactly the yellow orb attacks were going. I got hit a lot of times when I thought I should've been safe because I couldn't tell where I was and where the orbs were. I think having the camera higher up or the orbs closer to the ground, or giving things a shadow might have helped this problem. I want to play this game more because it's pretty, it seems like fun, and I want to get to the later maps because they seem more interesting than just a square arena, but I'm just frustrated by the large amount of downtime between tries. If there was a 3 lives system or I could retry the level faster, I would be more inclined to keep trying.
this is really a nicely polished game - but there are too many glitches in the movement and combat to make it fun - perhaps if you clean those up you can have a really interesting game here - thanks for making it - it was really good
Lovely graphics, challenging 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/CqHeG7NJrrQ