akaneiro 2018-08-12 16:26
Cool!
Foon → Ludum Dare Explorer → LD42 → Crushing Depths
By ben-oneal
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 534 | 3.09 | 23 | |
| Fun | 589 | 2.76 | 23 | |
| Innovation | 361 | 3.19 | 23 | |
| Theme | 207 | 3.85 | 23 | |
| Graphics | 492 | 2.92 | 23 | |
| Mood | 423 | 2.81 | 21 |
Cool!
Its Simple But Really cool! Kepp up the good work!!
The idea is soo good! But I was hoping that the gameplay would be a bit more interesting! Decent work :D
Great work! Simple concept, well executed.
Really cool little game! A restart button would be nice.
Nice color pallet, very eye catching.
Good risk/reward management, and good difficulty management. It's fun.
This game design is great! I could play this game for hours :)
I liked the visuals. Neat, clean and simple. Very readable. Didn't get the mechanics without reading the info text. GG!
pretty cool :) I liked how some parts seemd to shoot out from the sides more. SOme nice sounds and a few more variations in hopw the "walls" bhave and this would be very intersting indeed
Frame rate felt very inconsistent, which makes it difficult to react appropriately when it occasionally sped up. I can't tell it that was intentional, but I suspect it isn't. I don't think my computer is that slow, but maybe the game loop could be made frame rate independent?
@juxipolo The walls close in around you at a percentage rate per second, which means as they get bigger, they grow faster, and this is by design. The entire game is frame rate independent, with the unfortunate exception of the "pushing back" mechanic, which was an oversight that I've already fixed but can't upload because of the compo rules. For the pushing back, it's currently a percentage per frame, so a slower frame rate will mean you push back less effectively, which actually makes it easier in the beginning.
On my macbook, the performance is around 2.5ms per frame, which is about 400 fps, but it's "capped" at 60fps. I doubt your computer could ever be slow enough to drop under that, unless you're also mining bitcoin. It's likely what you're experiencing is the exponential increase in wall growth as they get bigger.
@ben-oneal Chrome reports fairly steady 60 fps (well, 50-70 with dev tools enabled), so it doesn't seem to be the framerate. Player movement doesn't feel like 60 fps, though. Like if I hold a direction the movement doesn't feel quite even and sometimes looks a bit choppy, and like maybe there's a tiny bit of input lag?
Maybe the walls growing faster is what's throwing me. I don't know, I can't put my finger on it, something just doesn't feel quite right to me.
Other than the technical issues (that I may be the only one experiencing), the game is simple, but fun :smile:
I really liked the game mechanics! This was a really soothing game to play while stoned, I think one of my playthroughs was about 5-10 minutes and I only got about 5k, haha! Great job, and I'll be back to try for a better score later!
@ohmmus Ha! Yeah it's built around a strong risk/reward principle: the easier you make it for yourself the less points you earn. The harder you make it for yourself the more points you earn, exponentially.
The highest scores were achieved by skilfully keeping the walls tightly packed around the light on two/three sides the entire time. It's hard but you can certainly notice a massive difference in point gain from even a few seconds of being tightly surrounded.
Very well done! The underwater feel was very real with just a few basic shapes and au point colors. The only thing i thought was missing, was a saved highscore. It doesn't need to be global leaderboard. Just local storage would be enough.
Simple idea and good execution, I like how the player is incentivized to play the game with as little space as possible. I think this would make a great mobile game! Well done :D
Can just hold space and float down to get an inifite high score? Or am I doing something wrong?
@predominant Try it and see! :D
If you aren't touching the darkness, you won't accumulate any score at all. If you hold space constantly and try to stay near the darkness, your score gain will be incredibly low. Over time, the rate of wall growth increases, as does the speed of descent, while your ability to push the darkness back and your rate of movement do not. Within a minute or so, the rate of darkness growth will exceed your ability to push it back at all, and staying near the edges becomes incredibly difficult as they fluctuate faster than you can move. Soon enough, you'll be overwhelmed, having earned almost no points for your troubles.
Strictly speaking, the scoring is implemented as such: `count * difficulty * deltaTime * (level + 1)` Count is the number of darkness circles you're touching. Difficulty is the cumulative radius of each circle minus your radius (which deceases over time, thus increasing score gain). Level starts at 0 and increases by 1 every 5 seconds.
Essentially this means that it's essentially impossible to get a respectable score without making it difficult for yourself, and the highest scores can only be gained by a combination of luck and skilful aggressive play. I'd be surprised if anyone even made it into the tens of thousands by playing it super safe before the game crushed them.