eggshelldog 2018-12-04 03:50
The body system is unique and it's great, It really surprised me when I first get my body formed! And every puzzle is designed around the body physics, great job!
Foon → Ludum Dare Explorer → LD43 → Detritus Walks
By chao, infraxion and Yung Failure
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 447 | 3.50 | 20 | |
| Fun | 618 | 3.13 | 20 | |
| Innovation | 38 | 4.02 | 20 | |
| Theme | 373 | 3.66 | 20 | |
| Audio | 362 | 3.30 | 20 | |
| Humor | 297 | 3.30 | 20 | |
| Mood | 263 | 3.63 | 20 |
The body system is unique and it's great, It really surprised me when I first get my body formed! And every puzzle is designed around the body physics, great job!
@goldranger Thanks! It's weird that we happened to come up with similarish ideas, though yours was the first one I played. Hopefully it's not too much of a trend :P
Cool game. The mechanics are well made as well as interesting and I like the aesthetic.
Well done! The graphics were nice and I liked the dark and strange theme. Controls were a little difficult at first but you quickly learned how to use them and I liked the challenge!
Looks good, but i got stuck on the red spinner and gave up. I think if it was slightly faster it would of been fantastic.
The body system is really fun and the graphics are very interesting ! Good entry, like the fact that you used the löve engine :p
Dem physics are damn impressive to me, excellent job on that! I actually kind of like how wobbly the character is to control, gives the game a lot of charm. :)
One thing that was kind of confusing was determining when I beat a level. I understood that you had to feed the generator to finish, but sometimes since I threw myself and the generator was offscreen, I would "win" without necessarily knowing what I had done. A victory jingle, or camera focus on the filled up generator would go a long way in remedying that confusion. :)
This is a pretty unique entry, and probably the best use of "sacrifice your character's body parts" I've seen yet!
@catbutt Yeah, on hindsight we probably should have increased the base movement speed a bit. We were hoping that the movement would come naturally from the physics engine and the movement of the bodies, but this definitely sacrificed some smoothness of control, which is probably a sacrifice we shouldn't have been willing ot make.
@coleslaughter I'm having trouble thinking of any of of the levels that were beatable by flinging your body in a random direction and hoping. I would be interested in seeing how you played the game to have such an issue :). It's nice to know that there are ways of beating levels that I didn't foresee when designing them.
Thanks for the feedback everyone, your kind words are greatly appreciated.
Cute, good ideas there. With more work on feedback and controls it could become something. Good job!
Very cool idea of body made out of papers, I really like the effect, I also liked the music. Story was a nice touch on top. Overall I really liked the game.
Though, the bodythrow mechanic is a bit unintuitive, I couldn't say for sure whats flying in which direction at first, lol. Also an advise, use monospaced font for this kind of texts, it will deal with text jumping all over as it's written and this suits the style, as typewriters really usually type in monospaced :3
edit: oh, and maybe use distance from clicked point to cursor to set radius of thrown part, as it is not always convinient to try and match it with what you actually want to throw.
The character alone is an amazing tech demo and something I haven't really seen before. Normally I shy away from qwop-ish games but the game was just so unique I kept plowing forward. I think the game can be quite punishing if you fail a level by missing a throw though. Not sure how to remedy this though I did see you had toyed with the idea of just making the character a bit faster which would help with returning to your last point.
I enjoyed the lore and especially the character, it kinda reminded me of https://pbs.twimg.com/media/DrhfmklWkAEeWCl.jpg. I am quite curious how long it took to code up that character, from the trash summoning to the jump mechanics.
@peachtreeoath Oh my god you're right, it IS spidersman! Coding the characters and physics didn't actually take a huge amount of time. We spent pretty much the entirety of the first day getting them working completely, but we also had a bunch of interuptions that day so in total it probably took around 12 hours. That's to get the animation system, physics, and trash attaching to body system working. All the physics is just square on square collisions, so throwing together a system to manage that wasn't hard. The levels were small enough that we didn't have to fuck around with quad trees or anything to improve performance. Jumping is actually emergent from the physics system, and some black magic we put into the characters, so implementing that was literally just creating an animation. Also yeah, the movement speed probably should have been a tad faster, I was hoping that the levels would be small enough that redoing parts of them wouldn't be that huge of a chore.
@Goplite Radius of throw being distance from cursor is actually a really good idea, I can't believe we didn't think of that.
Man, the world you created is amazing! The tone is great, as is the atmosphere. Somehow the ripped generic pictures work insanely well. The mechanics are interesting, but sadly reeeally hard to master. @goplite and @peachtreeoath made some great suggestions I can only agree to!
I loooove the soundtrack you made. The song is amazing. I beg you to put it on YouTube! :)
Nice entry.
Really nice game! The gameplay mechanic is very unique, creative and a great use of the theme. Often the movement felt quite fiddly and hard, but at other times really fun, especially when jumping really high. It's just the the ups and downs of physics I guess. Anyway, I also really liked the story and the writing, it just has this "cool" tone. The visuals and audio also really help to set up the world and they are nicely done. Overall, I enjoyed the quite long playtime of this game until the very end, great job!