c0d3d 2019-04-30 01:50
Im not sure entirely what I was doing and it seemed a bit boring. However, I really liked the mood, music and the large world. It was interesting to look at although Im not sure what I was always doing lol.
Foon → Ludum Dare Explorer → LD44 → Impact!
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1045 | 2.83 | 26 | |
| Fun | 992 | 2.70 | 26 | |
| Innovation | 686 | 2.97 | 26 | |
| Theme | 595 | 3.29 | 26 | |
| Graphics | 858 | 2.97 | 26 | |
| Audio | 352 | 3.37 | 25 | |
| Humor | 565 | 2.79 | 24 | |
| Mood | 882 | 2.87 | 26 |
Im not sure entirely what I was doing and it seemed a bit boring. However, I really liked the mood, music and the large world. It was interesting to look at although Im not sure what I was always doing lol.
I'm confused. How do you interact with the flying envelopes (or anything else, for that matter)? It seems like pressing space bar does nothing, yet they clearly seem to respond to my proximity by displaying a red dot, right?
I really like the level design and that every area you go through is unique. But the biggest thing that stood out to me, was the lack of a clear objective. Sure, you can go from door to door but I would say give the player a task and give each area a specific gimmick. For example, in the soup kitchen, you could actually be feeding people.
@udo The envelopes are an enemy type. They drain your health when they get close to you.
On a side note, I added a list of controls to this page. You can also see the controls list from the pause menu.
It's pretty cool that you managed to do all of this in the time limit! I agree that it would be nice to have more of an objective but there's definitely something here to expand upon in the future!
Yeah, we had a lot we wanted to put into the game, but simply ran out of time. There's a whole slate of enemies and animations that didn't make it in, and there were some UI elements that missed the cut as well that I think would've explained things more clearly.
I started to understand the gameplay after trying about 4 times. It’d be nice to have some explanation of the controls and story at the start, rather than figuring it out on my own. Other than the the graphics are nice, and the gameplay ideas have a lot of potential. Great work!
Cool idea and I like the expansiveness of the world, but i'm not sure where the decision making comes in. It just feels like I do things and then something happens- not like I really made a choice.
@copper-aardvark-games That was a regret we had as well. We had more story planned out, but ran out of time to put it in beyond a single wall of text.
@untitled-studios The decision making was basically picking which door you wanted to go through. I don't think we did a great job highlighting Impact Score and that getting a high score was the point of the game, but alas.
Really nice soundtrack, and the artstyle is really charming. Making decisions didn't seem to be such a bad idea, since they only cost a small portion of your health, so maybe make them more punishing. And there isn't really much of a gameplay loop, making the game kind of just an "explore some cool dimesions and doors" kind of thing, which is cool too. Other than those nitpicks, really nice game!
This game has a lot of content! Nice art and music. The theme is very funny too, like running out of emails because they will waste your time haha.
But I found the gameplay confusing. I was going through the platforms, then I saw a door and got teleported to some other place unexpectedly. My complecionist self that wants to see all the paths got anxious haha.
The interface to accept or reject something only works with the mouse, interrupting the normal flow of the game.
Maybe an ingame tutorial would help too, because I didn't understand well the two special modes, so I played the whole game with the dodge mechanic haha.
Overall an interesting and funny game.
I think there could have been more moving obstacles to further impede me from reaching the doors. Also, for the doors that give a lot of points, I think they be should've been located in hard to reach spots. Good game!
I didn't get what I'm supposed to do. Music and graphics was pretty cool.
@jackson-makes-games Thank you!
@eduardo-yukio If it helps, there was no "path", per se. When you clicked on a door, the event which appeared was purely random. The place you teleported to after accepting the event was also random. One of the things we'd wanted to do was have events "themed" to the different environments, and have those themed events take you to their specific environment (i.e. work-related events take you to an office), but we ran out of time to implement that. Both keyboard-based accept/reject buttons and a tutorial were planned, but got axed due to time (the common refrain, alas).
@bustosman Agreed. We only had time to implement less than half of the planned enemies, and of the ones that did make it in we ran out of time to properly saturate the level with them.
@pawciu Sorry about that, thank you for the compliments! What could have been done to help you better understand what to do?
Nice little game. Liked the visuals and audio. Didn't really understand what I was doing for the most part, so it was hard to really immerse myself. Was amazed by the vastness of the game, and I feel that if I only understood more about what I was supposed to do, I could have had a lot of fun. Thanks for the game :)
@joshanthony1990 The whole life - point dependency was clear but the whole teleporting was a bit confusing because i didnt know if theres a direction I should follow to complete the level is there like an exit for each level you are teleported onto. Later I realized that it's random but at first I was lost :D
Still dont know what chasing envelopes does.
Also it would be nice to be able to accept/reject life paths on keyboard because I was playing on keyboard and had to switch my hand to mouse every time I encounter a door.
It took me until my second playthrough to even realize that you could fly/blink? I didn't really see what the point of those were as the enemies never really posed a challenge and were more or less unintrusive through my playthroughs.
That said, I think adding a bit of direction would help a lot. I didn't really understand what was going on and just went from door to door, getting points and doing things for other. I liked that there were different regions, but I didn't see how they affected anything.
That said, an interesting take on the theme, definitely, albeit a very depressing one, despite the chipper music :(
@m0dsat Thank you!
@aurel I agree, we had planned a tutorial level as an intro, but ran out of time. Thanks for playing!
@pawciu The envelopes were actually an enemy. They drained life when they got close to you. Unfortunately, I didn't get around to making a clearer attack state (they were originally going to try to hit you, and then fall to the ground afterwards).
Unique concept! Life as a platformer, where email and laundry is your enemy :P It was hard to see which life doors were 'better' or if there were some rare ones - this made the choice for them a bit arbitrary. I liked the different surroundings and sounds. :)
Different take on the topic , i really like the level design.