FoonLudum Dare ExplorerLD42 → Too Many Gems

Too Many Gems

By quetzakol

View on ldjam.com

CategoryRankScoreCount
Overall3093.4538
Fun3223.3137
Innovation3883.1437
Theme5323.1737
Graphics2293.5838
Audio3342.9332
Humor1613.0034
Mood1803.3135

Comments

serious07 2018-08-13 13:18

Cool game! But it defiantly needs a checkpoint system.

danielefisher 2018-08-13 13:22

As of right now, this game is the only one I have been able to play for an extended period. Good job on the game in its totality!!

jelbre 2018-08-13 13:33

That was actually quite fun! The concept was quite unique and I liked the artstyle and gameplay! The only thing that kind of bothered me was that if you break a box below another one while holding a move button, you instantly get squashed. Would have liked it if you weren't able to walk in the space of the destroyed block for like .25 seconds so that the other box has time to fall. Other than that, very nice and polished game :D

noam 2018-08-13 13:40

I loved it! It's fun and funny. I think having slight variations of the ending depending on which item you decide to stick with until the end would be nice. Good job!

paden-shorey 2018-08-13 13:42

Some notes while playing: - smooth character movement - x is hard to reach for use of tool (maybe use e or f) - when you die there is no indication as to how you died (at least when the box kills you) - after being killed by the ice cube, I never in a million years would think that I could stand on top of him (maybe add a visual element to show that his head is safe) - character animations are well done - some background parallax would be a nice to have - after the stars I'm not sure how to proceed

gelisam 2018-08-13 13:47

Neat concept, I wish I had thought of it! I think it would make more sense if you could go back and swap tools after discovering that you gave away the wrong one though.

[SPOILERS]

On my first playthrough, I tried to avoid giving away the bunny, thinking that there would obviously be a secret ending if I didn't give away the most useless item... and then the ending surprised me, making me thing that on the contrary, there will be a secret ending if I give away the bunny and somehow manage to keep two tools? So I tried again, attempting to give away the bunny and to jump over gems... but neither worked, so I guess there is only one ending after all?

[/SPOILERS]

quetzakol 2018-08-13 13:56

@serious07 Indeed, lacked time for that :(

@jelbre I would have liked it too, it annoyed me quite a lot when testing, but lacked time for that too ^^

@paden-shorey Thanks for taking the time to give such a constructive feedback! I agree with all your remarks. I'm not sure what you mean by "after the stars" though. Are you stuck after the falling stars in the first level?

@gelisam No secret ending, sorry :P That would have been cool though!

neipo13 2018-08-13 14:41

It was fun love the stuffed rabbit you can't get rid of, I agree moving the use item button off of 'X' would be a good call though.

c0nst4ntin 2018-08-13 15:46

Realy nice Game. If you use A and D to move then X is kind of hard to press. But overall Well done! I messed up my Rating categories, could you rate the new categories as well?

firehawk 2018-08-13 15:50

The theme and gameplay are really unique. And it plays very good. Great job!

wongkongphooey 2018-08-13 18:12

It's an impressively long game for a jam! Nice, polished graphics and a clear set of game mechanics that complement each other well. Well done!

donitz 2018-08-13 18:19

There's a message in this story. Don't be a fool, bring a tool.

I really enjoyed the style of this game. The enemies are imaginative (an ice cube?), and the entire game is surreal.

vivek-sharma20 2018-08-13 19:02

hi , good job on completing the game. Game is fun , does it satisfy the theme though hmmmmm. The axe hitting is not very accurate something is not right with it, enemy are hard to kill with it. Graphics can be improved and add a bit of animation/aparticle effect to take it up a notch.

quetzakol 2018-08-13 19:12

@vivek-sharma20 Indeed the axe is not very precise. However, the axe is for destroying boxes. If you managed to kill an enemy with it, even if it was hard, there's a problem :sweat_smile: Hope you got past the first level when you have to make space in your bag, which is when the use of the theme becomes clear I think.

2018-08-16 13:44

Cute 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/8T98Y6n8oZk

velvetlobster 2018-08-16 14:27

The drawings are beautiful and the camera transition effects are nice too. Miss having more animations but I know for myself how hard incorporating animations can be. The umbrela mechanics are very interesting and could be used to traverse areas with rain or something as I see, kinda like that game Rain

zeriver 2018-08-16 14:30

Very innovative and creative game. I really like how player has some freedom of choice and levels allow for multiple ways to complete them. Controls feel pretty responsive and 'puzzles' are well designed. I like the graphics, simple but cute. At the end i kinda expected surprise Thanos twist, that would be a cool way to end this game :D Really well made with unique concept and great execution!

gustavo-christino 2018-09-04 01:15

In the next comment I will make a more detailed evaluation.

I exaggerated to take advantage of the bug. Hahahahahah.

TMG.png

gustavo-christino 2018-09-04 01:31

Evaluation ...

0 - Main Mechanics: Exit certain point of the stage and reach another point, avoiding predetermined objects in the path (creatures and others).

1 - Secondary Mechanics: I would place here each item to be used, though they are more complements to the main mechanics, than really isolated game mechanics. A particular item needs to be mentioned, this "ball" that allows "climbing levitating a wall"; in my previous comment I mentioned that it allowed to escape to the top of the level and thus pass it without major difficulties (I had this same type problem in my game project, when using object translation, I ended up losing the limitation of the wall).

2 - Learning Curve: I'm not the best person to talk about, because I get so confused when I have to entwine my fingers to be able to do everything I want at the same time. So understanding what can be done turned out to be easier than actually performing the intended actions (for me). Each level is a new challenge, there are clues as to which tools should remain, in this sense the game tries to give clues on how to learn to pass each region of play.

3 - Flow: I believe that the first point to mention is the question of having to return fully from the beginning, at the first level. This was uncomfortable because the phase is relatively long (it ends up penalizing a lot, boring because the person already knows what he needs to do so he will not go wrong again). For this first level it might be more interesting to break into several smaller levels (because creating a checkpoint system would not make sense in relation to what is on the other levels (the possibility of choosing the wrong tool to lose). Because some movements are not fully fluid (requires polishing), we end up with "box-crunching" problems. I need to resume the game and play more (because I overdid the use of the bug quoted in my previous review).

4 - Love Points: The diversity of tools. The relationship of the character with the sixth item.

5 - Presentation of the Narrative: I believe it can be worked on in a way that strengthens the efforts and has better results. In the time of Ludum Dare is of good size, I would like to see more in that sense in a continuation of the project.

6 - Art Polishment: In Ludum's time Dare is fine. There is always room for polymetn (sonorous and visual). I liked the art representing the objects and the character (mainly).

7 - Monetization Attractiveness: I believe that with minor, challenging phases and narrative / artistic polish; the game could sell by itself (with the appropriate size in terms of levels and with a greater diversity of mechanics, on Steam perhaps).

8 - Community Generation: Focusing on the relationship between character and object can lead to the creation of a community, perhaps a Facebook page is a good tool to support this (if the project continues). PS: If you create a page, invite me to follow.

9 - Cultural Dialogue: I can not see how the game would apply. I know that if there is the proper treatment of elements when inviting new players, using cultural themes present in the game, it is possible to find the right group of players. In this way, the game starts to feed the culture, influencing it. With greater narrative intensity and specific focus perhaps this may become clearer.

quetzakol 2018-09-04 18:31

@gustavo-christino Well, thank you for the very complete feedback :smile: ! I don't plan to continue this game in the future but your analysis is certainly interesting!

willbl3pic 2018-09-04 19:18

This was rather fun, but i feel like it would really benefit from savepoints.