nick-rafalski 2018-12-03 03:46
Nice entry! I like the graphics and the mood they create. I think the take on the theme is good. I wish the controls weren't so floaty because it makes it hard to really get into the platforming. Overall, good job!
Foon → Ludum Dare Explorer → LD43 → Sacrifice Pit
By folex70
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 487 | 2.52 | 23 | |
| Fun | 490 | 2.26 | 23 | |
| Innovation | 428 | 2.61 | 23 | |
| Theme | 179 | 3.69 | 23 | |
| Graphics | 378 | 2.81 | 23 | |
| Humor | 322 | 2.40 | 22 | |
| Mood | 430 | 2.50 | 23 |
Nice entry! I like the graphics and the mood they create. I think the take on the theme is good. I wish the controls weren't so floaty because it makes it hard to really get into the platforming. Overall, good job!
Couple of thing I did not enjoy: The jump feels bad. Having to do the same thing all over again every time you open a door is pretty bad, specially for a Ludum Dare. Also, sound would add a lot. The rest was good.
@nick-rafalski and @tkap thanks for play! Thanks for the feedback, really i need think a way of fix this repetible loop and fix this jump. Thanks
Interesting take on the theme. At first I thought the candles were bugged, because nothing seems to be happening when I kept pressing E near them but still died, they should work on first try so player doesn't waste lives on them. The dungeon could also be shorter because all the running around after each sacrifice gets repetitive quickly.
@adventureislands thanks for you feedback! I will try fix this issues.
This is a cool idea and ends up changing the way you play, I was much more willing than usual to charge at enemies because I knew if I did any damage it would make it easier for the next run. However it gets repetitive to run through the level again and again, I'm not sure how you could improve this. Also the platforming was a bit floaty and buggy (If you hold jump near a wall you float upwards). Well done on putting all together in 48 hours though!
@yyam thank you for feedback! Really got repetitive. I wanted to give the idea of sacrifice as something punitive, but it was not good I admit it. I got the apprenticeship for my next projects. Thank you!
Like others have said, the jumping is a little frustrating.
I do like that you've matched to the theme and i do really like your art design for the graphics.
Very atari2600/retro feel. Good work
Reminded me of some old school games I used to play, e.g. Dangerous dave. I think the mechanic you have could work with a bit of a tweak as right now it seems to punish you for getting ahead by making you start again. I think if there was a set amount of villages with different abilities this could work a lot better. For example having the first villager be able to jump but the second villager cannot but instead he can walk on walls. this would change the same play space. having one that can phase through objects vs one that can swing a sword etc to make each restart feel new. Well done for getting it done though
Definitely on theme with the sacrifices that must be made to progress. I got stuck after the 2nd door - couldn't find a candle to open up the third door.
thanks @eatatjoes @denzil-gomes @candlesan thanks for play and feedback!! I will play back and hate your games to!
The idea is interesting but as mentioned above it’s a bit tedious to walk all the way again each time. Maybe you could have a teleporter at the dungeon entrance, which takes you to the last activated candle or last opened door so that each time you die you only have to walk to the teleporter. I’m not sure how well this would integrate with your level design because I did not manage to reach the end, it was a bit hard :sweat_smile:
I concur that sound would help a lot! I suggest [sfMaker](https://www.leshylabs.com/apps/sfMaker/) which generates sound effects that would go really well with your old school pixel art style. Also some additional tips: - move the camera a bit lower so that the player can see better what is below - you could try to animate the character only when pressing left or right, this would look nicer while at the same time giving better feedback to the player.
Also I am not sure this was the expected route? I could reach this point by jumping against the wall at the third candle :smile: coll2.png coll.png
Hey, pretty interesting take on the theme! We went for similar concept and tried to lower the repetition using really short one screen levels instead of one huge open world you have to walk through everytime you die. The controls are very floaty, but you probably know that already. I really liked the artstyle, that has a lot of potential when used properly! Overall solid entry by yourself in 48 hours! Keep it up!
EDIT: I forgot about backstory - how come you come to live again when you die? That would help with immersion I think!
@samh thanks for the feedback. I liked the idea! A teleport or some advanced checkpoint would be nice. Thank you! For lack of time I did not implant many sound things that I planned, but jam is it lol. About the image: You discovered some bug in the collision of that part and threw you to the bottom level on the outside lol!!
@honey thanks for the comment! I'll play your game too! I had problems making the jumps and movements flow in C # of unity, I just used the "addforce" to save time but it was not cool I admit it! About the story of the game, I created a village with 10 residents, each life is one of them. and that old man from the beginning is the same last boss at the end of the maze who led his villagers to commit the sacrifices as part of a plan to resurrect an ancient evil (which is the other boss)
@folex70 Yep, tuning the unity physics system to feel good in 2d platformer is very very difficult if not downright impossible. It's not made for 2d platformers and you probably be much better off making custom simplified physics system, but jam is on tight schedule and sacrifices must be made :) We went for modified unity physics, but we still weren't fully satisfied with the results, and so weren't the players as you can see in the comments ;)
Very neat game, got a little repetitive but it fit the theme :D
Reminds me of some of my first jams/games! Platforming was a bit light/floaty and I could accidentally double-jump when touching the edges. It was a bit of a slog getting past some of the enemies and then the fire pits; like others say a checkpoint system might have been nice, or a way of attacking the enemies so they disappear, or maybe it could have been shorter to show more off sooner. I don't think I got to the end because I fell in the lava after pushing a physics block and then ran out of lives. Nice idea though, great use of the theme! :slight_smile:
@patvanmackelberg and @gwinnell thank you for play! I will play back your games! Thanks
It's a good idea and reasonably well implemented for a new jammer, so take the advice that follows as an experienced dev wanting to help you grow, not as criticism against what you've built.
Custom physics is THE way to go for a 2D platformer in Unity. It's not as hard as it sounds and I'd advise getting some practice in. I don't mind sharing my code from older jams if you'd care to take a look. One trick to remember for game jams is that if you have behaviors that aren't working quite right, think about how you can turn it into a game mechanic instead of a bug, because rocket-jumping off of the side of a block is actually kinda fun.
To add an idea that hasn't come up in thread yet: Instead of having sacrifices open up a LONGER path, have them open up a NEW path closer to the entrance. That avoids feeling like you're retreading a lot of empty space while still keeping to the mechanic.
I would also advise putting in an animation that makes the sacrifices feel more impactful. It'll really bring out more of a polished feeling.