FoonLudum Dare ExplorerLD42 → ENOCH'S SALT

ENOCH'S SALT

By krp

View on ldjam.com

CategoryRankScoreCount
Overall1583.7026
Fun1523.6226
Innovation4003.1226
Theme5773.0626
Graphics1853.6826
Audio733.6826
Mood14.5026

Comments

bigbosserndog 2018-08-12 23:48

It was good. I like the interpretation fo space, it wasn't very clear at first but it was certainly interesting when I found out. It's about running out of space on your paddle. The sfx for when the balls bounce can get a little annoying, especially when you have multiple balls on screen.

elfcirynn 2018-08-13 00:18

Wasn't expecting some of the, uh...graphics? The story? But I liked it, the sound design was good, the graphics really fit the mood, made for a lovely little game. Would have enjoyed it even if it was longer! Congrats, kickin' entry.

omercanbalandi 2018-08-13 00:49

I really liked graphics and atmosphere.Good job!

furtive-pygmy 2018-08-13 00:56

Other than the bouncing ball sound, and running off the edge of the screen with the paddle it was a lot of fun. Music and aesthetic were nice.

piece-ofcheese 2018-08-13 01:42

This game has a great atmosphere to it and it was really entertaining, plus it put a nice spin on breakout. Nice job!

tulipekoni 2018-08-13 03:45

pretty creepy I would say. Sound plays a big role in this game and you nailed it. good job!

swordfish 2018-08-13 05:12

Very atmospheric for sure, the sound really adds to it too. All the little things come together really well.

deformhead 2018-08-13 09:23

Love the mood ! Interesting the "level next" box, giving the ability of speed runing.

rvenson 2018-08-14 02:02

Oh god! This is awesome. I really think that this fit very well with the last LD theme (2 incompatible types). This really scares me and it's very nice

afroant 2018-08-16 04:50

Was not prepared for that. What a ride. My favorite parts were the balls dripping blood, and the sudden ending. Great work.

william-akins 2018-08-17 01:44

This was a wonderful game. At first I simply thought it was just a breakout game, but without saying too much it has so much more in store for you. The mood and aesthetic of the game were also lovely.

deniskazantsev 2018-08-20 20:44

Wow, it was something. What a thrill.

andaron-noob 2018-08-21 04:21

Great entry! You nailed the atmosphere.

pixelformedstudios 2018-08-23 21:20

I loved the idea and the mood was great! Honestly, great game!

rahim-pxr 2018-08-23 21:35

Nice game, I hope to see more updates and improvments sooner. If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got: https://ldjam.com/events/ludum-dare/42/spacelab-42

yourlocalsavior 2018-08-24 02:32

I really liked that there were Next Level bricks, that was a good addition. Great job!

renier 2018-08-27 18:01

haha did not expect that but was entertaining, liked the sound and art, although too many balls on screen can start a sound fiesta :D

amras0000 2018-08-27 18:36

From the start this game looks amazing. The backgrounds are fantastic, the bleeding particles are great, and the blinking animation is creepy and thematic. All around this is a fantastic looking game.

The design is a pretty basic breakout concept, with only a few bricks actually necessary to beat each level. What I don't understand is why you keep some of the bricks around even after they're hit - this made for a really frustrating experience - especially in the level where the eye appears - because you'd place NEXT LVL bricks in places that are nigh-impossible to reach with the game's physics.

The physics are the source of my main complaint, though. I could not for the life of me predict where the ball would bounce when I hit it. One theory I have is that it's completely independent of the ball's velocity and depends only on where on the paddle it bounces. Another is that the paddle reflects the direction of the ball. It's very hard to tell. And because of this aiming felt difficult. I can appreciate breakout games with complex physics, but if you're going for a low-resolution game with flat surfaces and large bricks like this, and no powerups to overcome janky physics interactions, I end up feeling like I have no control over the game and it's just playing itself.

I understand you were going for a dark theme where the game would punish you for hitting the wrong blocks but only reward you sometimes for hitting the right ones. And it's nice that the game gets harder throughout the level. But because I didn't feel in control of the ball at all, any blocks I hit were a result of random chance. And while getting random rewards for random ball bounces is nice, being punished by randomness isn't particularly fun, mostly frustrating.

In summary: I think this game has a lot of polish and you executed a simple concept very well. I just couldn't get much enjoyment from it because the physics felt a bit off.

ava-skoog 2018-09-03 16:02

That was interesting variation on Breakout! Or so I thought. Turned out it was quite a bit more than that…

On my first playthrough the ball got stuck moving horizontally along the ceiling on the second level so I had to restart, so a level reset button or something might've been good, but on my second try I somehow managed to survive all the way through despite the difficulty! Didn't quite get how the basic gameplay was connected to the theme, but then I got the section with the walls closing in and there I had it~

Never quite understood what all the powerup blocks did. Some never turned red, which I assume is because I already had the upgrade, but then there were those crosses… Given the symbolism of the rest of the game I suppose there was something special about them… Having the bat also shrink after losing a ball felt quite punishing but it was nice to have it reset between levels.

Quite liked the "music". Reminded me of Great Bay in Majora's Mask… Nice touch shutting the application down at the end. Almost expected a spooky note to pop up in the game's folder or on the desktop. Seems you went for black, white and red again—do all your games have this scheme? :D

I think this would've worked even if it were just a variation on breakout with these "next level" blocks but you went above and beyond to make it more than that—great job. c: