FoonLudum Dare ExplorerLD43 → Offering

Offering

By ryzy27 and szupinek

View on ldjam.com

CategoryRankScoreCount
Overall993.9726
Fun1853.7026
Innovation1103.7726
Theme2083.9326
Graphics884.3526
Audio823.9326
Humor4303.0223
Mood684.0425

Comments

2018-12-04 01:07

big fan of the wood artwork

mrjackhpil 2018-12-04 13:56

I like art and sounds. Fonts are ruined immersion. When you say "Watch for spikes" there is no spikes around and you don't understand where are they. There is a bug when you placing tree and dying simultaneously. Second tree will be spawned.

beelzeboss 2018-12-04 14:06

Holy shit Stumpy is so cute <3. Audio and art is great. I think there is a bug when you are in the pause menu - the cursor is not visible.

ryzy27 2018-12-04 14:30

@mrjackhpil

Thanks for feedback. I agree that UI is bad, but hey gotta sacrifice something.

As for the bug. Can you replicate it easly or was it a 1 time thing? Because I tried just now and couldn't do it.

@beelzeboss

Stumpy is great, thanks to @szupinek.

I have hidden the cursor, because game doesn't need it. You should be able to navigate using arrows (or WASD), but ESC hotkey turning off fullscreen interferes with that, so that's a minor issue

anyonebacon 2018-12-04 15:17

This is just extremely nice. Relaxing music, nice calm gameplay and art. Good work!

yury-kozhenov 2018-12-04 15:48

This game is so soothing. Great level design and game mechanics. Artwork is also really sweet :cat:

serious07 2018-12-04 15:53

I'm really like your game. It made with soul. Have a nice day!

ScreenGameTree.png

ryzy27 2018-12-04 16:10

@anyonebacon, @yury-kozhenov, (@serious07

Thank you guys for playing. We are glad you enjoyed it!

fre 2018-12-04 17:03

What a nice and relaxing game!

I love the mood and consistency of the world and the polished little details (falling leaves, sleepy stump, the variations in sound effects).

Looks like we had a pretty similar interpretation of the theme, just in different worlds :)

I gave up after ~20 tries in the area where you have to make a series of precise low jumps to and go through a 1-wise gap without hitting spikes.

Here are some details/suggestions I picked up on: * Love the checkpoint mechanic, it's very clear. * Agreed that tile maps are awesome, you seem to have a lot of content. Because the theme and world are so nice, I'd consider spacing out the challenges a bit to give players some breathing room (e.g. add a fairly easy area with a bit of text for lore around the items to find). * It looks like the character should fit in one-high gaps, but it doesn't. I'd shrink the collider to make it possible or make the model slightly bigger to make it clear that it shouldn't (to make the platformer mechanics more intuitively predictable). * Especially for jam games, consider giving alternate paths to make sure people can see all content without too much trouble (thinking of where I got stuck). Keep the main path fairly easy but give a couple optional challenges (I like to be able to finish the game in 5-10min then go back to look at details). You could make items the optional goal and tease them by giving the first one and leaving the rest in visible, but hard to access locations.

Great work overall, this was awesome to play!

taffaz 2018-12-04 18:07

Really enjoyed this game. Nice and simple to play but fun.

sockyman 2018-12-04 22:04

I quite enjoyed playing Offering! My only recommendation would be to change the font.

teo989 2018-12-05 18:41

This game is wonderful! the art-style is beautiful, stumpy is a likable character and the music fits perfectly. At one point I was so mesmerized I forgot about the sacrificial mechanic and tried jumping Impossible jumps.. Really good work there :)

firebug 2018-12-05 22:55

The artwork for this game is very pretty and charming, and the player character is very endearing. I like the peaceful atmosphere and the simple but serene music. The gameplay did frustrate me at two points, however:

Maybe I overlooked the option, but I would have liked a way to restart from the checkpoint with charges restored and the planted tree trunks removed. Pretty far into the level I hit Z by accident and couldn't progress, so I restarted the entire game.

I ended up getting stuck in the low jump part. I don't know if this is the same for everyone, but the spacebar was so sensitive to hard quick taps vs soft quick taps that it was basically a game of chance if tapping the spacebar would produce a low or high jump. Getting three low jumps in a row was very difficult, and I concentrated so much on trying to hit the spacebar lightly enough to get a low jump that I then failed my landings.

Other than that, I had fun playing and coming up with solutions!

natethegreat 2018-12-06 04:47

Wow this is awesome! Very unique concept applied in a clever way. I found some of the puzzles surprisingly clever for such simple mechanics. The only part that really bugged me was that if you touched the block below spikes from the side it seemed to kill you. It made a few of the puzzles a lot more challenging than it felt like they should have been. Overall really fun game though!

tiar 2018-12-06 08:56

It's not really a puzzle game, but pixel hunting game: you need to stand in the exact place and put the exact amount of force or time to the Space bar to neither fall down nor stick yourself with spikes from the ceiling. Not fun, rather frustrating. Especially when controls overall are sloppy, you slide on your feet (probably AddForce() instead of rigidbody.velocity? Not that I'm an expert on that matter ;) ). I didn't like the experience, I'm sorry. But on the other hand, I'm not good at platformers anyway. But... uhh, the first half of the game I was wondering why I had to put so much force on my Space bar to be able to jump on another platform (I was falling all the time and I couldn't jump on the higher level of the platform); on the second half I understood why you made that mechanic, but I still hated it. As someone else said: it's hard to get to the exact sweet spot of the jump force. My team actually made a platformer too and one piece of feedback was that we shouldn't made progress depend on the longest jump you can make; I feel like you could take that advice to your heart, too.

Screen Shot 12-06-18 at 09.46.PNG

I could probably make it... eventually. But I've tried so many times that I don't really want to try it again. It doesn't depend on my skills, it depends on floating numbers calculations errors to determine whether I managed to fit into that 2 pixels spot or not. (I probably sound very frustrated right now, and I am, just look at the picture :P ) But really, collision-dependent objects should have the size and a texture that resembles the collider.

On the good side, the piece of wood is cute and I like trees firing up when you past through them. I also think the mechanic with the past self of wood is promising, why did you put there those spikes though? ;) I liked the messages, too, they were funny.

ryzy27 2018-12-06 10:18

@firebug "but I would have liked a way to restart [...] charges restored and the planted tree trunks removed"

To do that press Z (plants stump if possible and moves you back to tree). then hold X

@tiar

Thanks for the feedback. I hear that a lot, about the jump force and I agree. While developing I was constantly tweaking it, making sure that every puzzle works, so after few hours I have mastered it and it was much easier for me (also knowing collisions). I should have tested it with other people.

For player controller I have used simplified version of Sebastian Lagues 2D platrofmer controller. So no rigidbody movement whatsoever.

@firebug, @natethegreat, @tiar

I will tell you guys a secret... The spikes are a lie!

collisions.png

Here are collisions in the game. If I tried to give spikes collisions instead the puzzle would be literally impossible

collisions2.png

All my "deadly" collisions are in one tilemap collider, so I couldnt just offset them, because opposite spike would get even worse.

I guess I could make it work, but it was my first time with Tilemap and I didn't know all its features and limitations.

Sorry if I sound defensive, that's not my intention. I just wanted to shed some light on why I made those decisions. In the end I agree with you and next time I will pay more attention to this stuff, which will hopefully result in a better game.

Thanks again for the feedback. Y'all have a great day!

kirke 2018-12-06 21:50

Your graphics are so sweet! I especially love the animation, when our hero-the-little-trunk does something awesome (please, tell me he is sleeping not dying or sth bad as this). This animation is so smooth and lovely! You have made a wonderful interpretation of sacrifices, not a brutal force but calm beauty! <3

And your conversation with player is perfect! Informative and so funny! Love it! :)

dylan-wolf 2018-12-17 01:46

This was a good usage of the theme. The graphics are polished, the music is relaxing (good for a puzzle game) and the puzzles are well-designed. Infinite respawns plus frequent checkpoints was helpful (especially on puzzles where you have to retrace your steps multiple times). I did start to get frustrated in later areas where it depended on using a light touch on the controls. Overall, a great entry.

elysiagriffin 2018-12-18 19:55

Hey Hirohoshi! Thanks for submitting your game for me to play on my livestream!

If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346056526?t=04h06m21s

Good luck on your ratings, see you next LD! :D

💜 Elysia Griffin AKA Button Feedback Lady

https://www.twitch.tv/elysiagriffin