FoonLudum Dare ExplorerLD42 → Temple Trap - The Game!

Temple Trap - The Game!

By jasper-hansen

View on ldjam.com

CategoryRankScoreCount
Overall4143.2828
Fun3903.1928
Innovation2293.4428
Theme1234.0328
Graphics3113.3628
Audio4932.4627
Humor3092.5022
Mood4042.8526

Comments

shinysteel 2018-08-13 00:05

Well done... I really like your game.

wekaj 2018-08-13 00:12

Cool idea! The player movement and wall shifting felt smooth and polished, but the walls were kind of hard to make out and bats were really annoying to chase down!

xcvzxc 2018-08-13 00:15

Feels a lot like greed mode in the binding of isaac :p . Really expanded game - it does not look like it was made in 48h. Too bad there is not any soundtrack :(

jasper-hansen 2018-08-13 00:37

@xcvzxc In regards to the soundtrack - I totally agree. I actually had an ambient song in the game until I read that all music in compo games needed to be done by the developer. My Ableton Live 10 free trial literally just expired, too.

krp 2018-08-13 02:52

Very, very good. As already mentioned, a soundtrack would go soooo far for this game. Try FLStudio

tom7 2018-08-13 02:56

This is an interesting idea. It's not clear to me that a small play area is actually worse (gotta go so far to find those bats) but of course when it gets very small it's very deadly. Character animation is very nice. Several nods to Spelunky, I think. :) Some frustrations for me: - I wish it were easier to see the walls! At first I thought that was just a different texture of floor. - I usually died from accidentally standing just slightly on spikes, and not realizing that I was continually taking damage. Generally it's a bit hard to tell where the hitbox for the player and enemies is.

allan-kong 2018-08-13 03:07

The sprites look smooth and crisp, the only downfall is the audio, wish there was music, other than that it is nice

jasper-hansen 2018-08-13 03:10

@tom7 The feedback is greatly appreciated. I must admit that in being the developer and therefore the one to make the collision masks, I failed to realize that slight inconsistencies such as having the bat's collision mask being directly on the sprite and the player and cyclops' masks being at their feet could cause confusion. I'll have to add it to the post-jam list.

(I was hoping those Spelunky references wouldn't go to waste (: )

gtrogers 2018-08-13 05:13

This is a great concept. The shrinking walls felt really good and the art direction is great, would really benefit from some music but the SFX that exists fit well.

Some constructive feedback: - Sprites are great and the animations are smooth - There needed to be more contrast between the wall and floor tiles - The level felt like it started out too big, if you started with half the size then the shrinking walls would feel more threatening - There needs to be more of a driver for killing the monsters in the waves, either a compelling story reason on mechanic (ideally both)

I really like this game, I think with some polishing you'd have a great indie hit on your hands.

jasper-hansen 2018-08-13 06:11

@gtrogers Thank you for the feedback, I'll be sure to keep your critiques (particularly regarding the drive and level size) in mind if I choose to revisit this game post-jam.

314owen 2018-08-13 06:53

Interesting and fitting concept for the theme, I love the art style

shockeye 2018-08-13 06:56

Good concept. Just needs the monsters to chase you aggressively at the start to get things going.

ravenflame 2018-08-13 07:29

Fun game. Bats hiding in the walls slows it down a bit and your nose has a big collision box ha ha. Looked good, felt good.

omniorcus 2018-08-13 13:18

A nice piece of work. Not my style of game, but nice. The artwork looks good, with nice animations. The selection of enemies seems a bit limited though. It's also unclear at first that the walls closing is tied to your health. Audio is a bit lacking. Really require some form of backing track.

firebelley 2018-08-13 18:23

Great gameplay, great art. Good exucution on the theme.

neuralcoder 2018-08-13 18:47

Nice idea to use the space as health.

mike-inprinciple 2018-08-14 01:15

For me the biggest drawback was when I got a map that had pillars instead of puddles as obstacles. I had a very hard time telling walkable tiles apart from walls.

A smaller gripe were the controls. The character accelerates too quickly and slows down too slowly, comparatively, so I find myself having trouble with precision movement that are small because I overshoot them and also having trouble with deciding when to release a directional key, which leads me to take damage fairly often.

I do think you've made an interesting use of the theme though. Many of the games I've played so far use the idea of the shrinking space, which would make your game unoriginal, however, the fact you've tied the mechanic to health and the changing layout of the map help making the concept fresher.

jan 2018-08-14 01:37

Very cool. I liked the idea of using the atmosphere as health.

Encountered one crash: ``` ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_weapon:

Unable to find any instance for object index '6' name 'obj_player' at gml_Object_obj_weapon_Step_0 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_obj_weapon_Step_0 (line -1) ```

eclahn 2018-08-14 03:18

There is a lot of things that need polishing in this game (the walls that sometimes pop up are barely visible, the hitbox aren't very clear) but I like the idea of giving health a physical and restrictive representation!

jasper-hansen 2018-08-14 03:23

@jan Damn! I was hoping no one else had encountered that. The cause is the weapon instance existing past the point when the player instance was destroyed, causing a crash because the weapon instance requests the player's x and y coordinates without the inclusion of "If(instance_exists())"

2bam 2018-08-14 17:42

Hey, nice game! The "health equals size" is a great idea!

Some thoughts:

The central pilars have little contrast and are not noticeable when they rise/fall. It took me a while to understand water keeps you moving forward. Crashing the boat and dying seems a bit overkill, maybe just shrink more than a monster hit and let me die only from lack of space. The spikes hitbox is too restrictive to maneuver around.

lastleaf 2018-08-18 09:45

Cool idea! The gameplay is so well designed! There are different terrains and random levels. Like it.

However, there are several problems.

* Some terrains are hard to recognize. * When stepped onto spikes, the wall consistently shrinking. I think there should be some invincible time.

These nagetively effected my game experience.