yeomsley 2019-10-07 21:06
Nice game! The graphics are very cute and remind me of the gameboy era. Using the knockback from the gun to travel around quickly was a lot of fun
:gun: :snail:
Foon → Ludum Dare Explorer → LD45 → Sluggish Grind
By catusfelony
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 287 | 3.71 | 59 | |
| Fun | 180 | 3.76 | 59 | |
| Innovation | 880 | 2.75 | 58 | |
| Theme | 525 | 3.34 | 58 | |
| Graphics | 433 | 3.72 | 60 | |
| Audio | 577 | 2.86 | 58 | |
| Humor | 412 | 3.01 | 54 | |
| Mood | 638 | 3.25 | 57 |
Nice game! The graphics are very cute and remind me of the gameboy era. Using the knockback from the gun to travel around quickly was a lot of fun
:gun: :snail:
I really enjoyed this game! I couldn't quite finish it (i got stuck on the spikes under the water), but I thought it was very well done. It felt very complete as far as the balancing and level design goes. The graphics were charming, and the sound fit the visuals well. i do think it could have used some background audio, but it still fit together very well. I also loved all of the humorous touches! Awesome!
Love the classic art/effects! Torches/Shopkeep Area do a good job of selling the dungeon environment in a minimal way.
Cute game!
I like the sluggish controls, it fits the theme. The jump sound is amazing. The level design is pretty good with revisiting certain areas with unlocked items.
I hope the little slug is financially stable now. It was a good grind (self-inflicted).
It took me way to long to figure out that I can kill the big guy. I did shoot him a couple of time but nothing happened and thought the gun does nothing. Died a few timer trying to jump over the spikes. A little animation, some kind of on hit effect or something for the big guy would give some feedback for the player.
@jeritens yeah, I was going to make it clear that the big enemies could be taken down as well, but I was unsure of how I should go about it and ended up not actually doing anything to give the player feedback. A big oversight on my part!
@yeomsley Thank you! I got to admit I was having way too much fun with the knockback boosting too, I think I wasted quite a bit of time playing around with that xP
@thepiratenun eeeee, do you mean stuck as in you couldn't get through the spikes or did it bug out? Because to pass through there you'll need to use the knockback from the gun, I was afraid it wouldn't be clear though, so I made that part completely optional, so much so that you can theoretically get the 100 coins you need without even buying the diving gear.
@its-jackal the minimal art style is something I really nailed down on! I wanted it to look nice, charming and consistent, so I'm glad that work paid off!
@gord10ahmet thank u.... :3c
Great look and feel - nice and simple :thumbsup_tone1:
:purple_heart: :dart: :frog:
Liked the sound effects. Pressing X didn't allow me to buy things.
Long levels, good puzzles! Sometimes it's hard to tell what's going on because of the grayscale. Very reminiscent of the old mario games. I like the progression and the slug shopkeeper and slug theme in general is cute!
Cool game! Loved the black and white noir look with a snail. super cool work
That's reeeeeeeally buttoned-up, especially for a first jam. Good job!
I didn't know tonight I'd be helping a Deeply Indebted Slug Make 100 Coins Real Quick! What a charming idea. I really love your art style, and I wish I wasn't trash at platforming so I could get further in xD
Great Job, the art style is awesome it's very reminiscent of the old gameboy games, and the control's feel good, it did take me a little bit to figure out how to get past the spikes at the bottom, But a great game.
Great job! the game is cool and pretty, but it just felt that the character is too slow. Which frustrated me quite a bit.
This feels very retro lol, even with only black and white you managed to make a very nice aesthetic, it looks good visually.
there is sometimes graphic artifacts when the screen moves fast, but it's really minor. the sound effect on the coins seems too delayed.
I like the sparkle on the double jump, it's a good idea it was really fun killing the big cat guy ^^
I finished with 109 coins, one got stuck in fluid XD you also managed to make a pretty big level, the game is actually really fun to play! very well done.
@zissou Oh, that stinks, I don't know what could've caused that. Did you press X under each item when you had enough coins for them?
@falu Thank you! I think I can pull off cute! >:3
@purpledartfrog @dry-squid Glad people liked my silly pixel work! It's a first for me.
@kooshy Mweheheh x3 Let's just hope I won't let up in future ones.
@inky You know, sometimes life just throws this stuff at you! x3 I'm glad you liked it, and sorry to hear you couldn't get too far in, I had no clue if I'd made the game too easy or too hard, but truth is that difficulty is different for everyone, I just wish I could've made my game more accessible.
@fallingflatstudios Thanks! And yes, the spikes on the bottom are the hardest puzzle, because it's not immediately obvious how to get through them, since there's no prior instance where you need to use trick that allows you to get across.
@konomizure Weeeell... it *is* a slug! xP
@cyberstarlight Thanks! I noticed the artifacts, but couldn't figure out what was causing them and how to get rid of them, the delay is a problem with the web build, and again, I don't know how to get around it :(
The sparkle for the double jump was added for better feedback, because while testing I'd occasionally jump too late while running off a ledge and would end up jumping in the air, which uses the double jump, and there was no visual cue for that! Instead, there ended up not being a visual cue for hurting the big jellycats! >.<
Thank you for the feedback, everyone! ^^
I would love to try your game, but I get this error :cry:
`abort(114). Build with -s ASSERTIONS=1 for more info.`
The description sounds fun tho :sweat_smile: :hugging:
@netmute Oh darn.. Are you using a Mac? I heard that Safari/WebKit doesn't play nice with Web Assembly (or at least how Godot exports it). I can build for Mac, probably. I never tried it because I have no way to test it.
I enjoyed the gameplay and love the look of the menu. I wish it had music to bring it up a notch but nonetheless its still pretty good :)
@catusfelony Safari/Mac, guilty :sweat_smile:
@emiliabea OMG I would've loved to add music, I tried to make something during the last day but I couldn't manage to get anything bearable, I'm not good at the "music" thing and I didn't want to add in something that'd make people's ears bleed, they'd probably rate me down for it :(
Thank you!
@netmute Gotcha! I added a MacOS build to the itch.io page, but again, I can't be sure it actually works.
Enjoyable game, peaceful since it is a slug. Reminds me of good old games.
First off: Thank you making a Mac version! It works wonderfully, even has a cute little icon.
Screenshot 2019-10-08 at 17.44.52.png
The game itself is very fun. Especially after you figure out the trick how to move fast :wink: It took me a long time to notice I can kill the big guys too. After that it was pretty simple to go back to the top and enjoy my win screen :grin:
@netmute Yay! Thanks for testing it out for me, now I know I can publish my games for Mac too~! `▿´
Glad you had fun with it! Thank you for the feedback. :blue_heart:
Good Work! The jumping platform design is very good, especially that thron pit which needs to use recoil and jump in order to pass. It's such a pity that there's no ending, and it would be better if some places need the buoyancy of water to reach.
I enjoyed it. Reminded me of old nes or gameboy platformers. (thumbs up)
Very nice platformer, I really liked how you get more out of the game as you collect the money. Couldn't finished because of an error on my side :( will try the Mac build later and try to ended it! :D I missed having some music :(
We also created an entry for the jam in case you wanna check :)
https://ldjam.com/events/ludum-dare/45/$172916
This was a really comfortable experience! I like how the game incentivizes you to collect more coins with tangible rewards, and how you tested the player's knowledge of the mechanics with the final checkpoint.
Do you have any intention of making it into a full game later down the line?
@kaisercrimson1 Glad to hear it, and thanks! I'll probably work on it post-jam, I have lots of ideas I want to implement, but at the same time I want to make new things to show off, and will probably join more jams to help me accomplish that goal, and while I do that, I can't also work on this project, so it's kind of in the air right now!
Maybe I'll make this game longer and with more locations, assets, characters and storytelling; then monetize it >:3
This was quite a fun game. It introduced the mechanics at a good pace. I loved the idea of having to use the shooting power to fly past one of the obstacles! Very nice touch. Thanks for sharing it with us on stream last night!
@youngblade Thank YOU folks for having my game played on stream! It was a really great, insightful experience to see someone's first reactions and their learning process on how everything worked, it's not usually something you get to learn from feedback through comments, as those are only made after they finish playing.
Fun game!I got all the coins! I couldn't figure out if the two biggest enemies were defeatable.
I liked the controls and progression. I noticed that you can go super fast if you mash jump and shoot while pressing forward (this causes you to speed backwards).
Fun game!
This is a really great game! I don't know my mind does too much, but it kind of felt like some kind of stealth game at first. until I got a gun. That's when things changed. You can fly absurdly fast, if you move in one direction, shoot in that direction really fast, and boom. you become the bullet. faster than your own gun. Untitled.png
This was a decently fun metroidvania game, that was pretty generous in its level design. It was pleasant to play for the most part, and the level was compact enough to not feel like a slog exploring.
I felt some extra animations or particle effect would have helped convey more information that seemed sorely lacking. For example, I couldn't tell if a bullet hit registered properly on the larger enemies, as nothing indicates whether they actually got hurt or not. The jumps are super-floaty, which while generous, combined with the slow movement did make traveling feel monotonous. The recoil on the gun is, while interesting from a traveling perspective, did make it a bit difficult to learn and understand at first. And the repetitive sound effects could use some work; I usually like to randomize the pitch before playing a sound so the player doesn't get tired of the sounds as quickly.
It was fun! A nice little bite-sized metroid-like! Not quite perfect (the enemies are way to long to beat and doesn't give enough feedback when they are hurt for example) but it's impressive that you managed to pull that off in your first jam!
The pixel art is lovely as well! Nice job!
@corentin-benoit-gonin wym? The enemies die in one shot aha. :sweat_smile: It was amaing flying everywhere with the gun knock-back power though. Neat and simple, but well enjoyed!
We played your game on-stream!
https://www.youtube.com/watch?v=qq_qRoOOl-s
We played your game on-stream!
https://www.youtube.com/watch?v=qq_qRoOOl-s
@boxedmeatrevolution They definitely are and give out lots of coins, the maximum you can collect is 210 ;)
@theopenflare Speaking of 210, you did it!! Mweheheh x3 That's what I meant by "Go from slow, frail and helpless to absolutely berserk and extremely mobile" in the game description. :smirk_cat:
@corentin-benoit-gonin Thank you! Not only my first jam, this really is pretty much my first game, considering all I've been doing were prototypes. :cat:
@itsdanidre Glad you had fun! Moving around from knockback is something I might've spent... a long time doing!!
@omiya-games Thank you for your time and for the insight! Always nice to see first impressions!! :smiley_cat:
I've been working on a post-jam update these past few days, which addresses lots of issues people had with this original jam entry, such as enemy feedback, speed, jump height and difficulty, while also implementing stuff I scrapped during the jam because of the time constraint. I won't publish it 'till I have some music for it as well, though. ;)
I played this game on stream with @Omiya-Games.
Okay, I'm pretty sure that the fact that the slug moves slowly is part of the point. It is still a little bit grating.
Even so, I really admire how every part of this game is put together in just such a way to be perfectly intuitive. I don't mind saying that no matter how harsh it sounds because I am convinced it must have been deliberate.
The jump is unnaturally high but also a strangely slow ascent.
The gun has a very short range, and yet the bullets start out slow, and then accelerate, and have ridiculous recoil.
So I applaud this game, because I think it is really fascinating as a design case study. I see in your comment that you are 'addressing' a lot of issues. I hope that you don't change some of these fundamentals because I really do think the game works in spite of them. And not in a so-bad-it's-good way.
Fab game, enjoyable to play, + I loved the clean B&W pixel art. The shop/items were really well done. The level design is also very well thought out. A great LDjam entry.
Solid entry! Simple but nice and consistent graphics. Jumping felt a bit floaty but otherwise it controls well. The knockback was especially fun and balanced out the relatively slow normal movement. I wish there was some feedback for hitting enemies but otherwise there is good feedback for most essential things. Dragon shopkeeper was a nice touch and there was just enough content to keep me engaged until the end without getting old.
That was cool! A little music would've been nice, and the tiles sometimes kind of jittered. The only other problem was that the bosses took a little long to defeat but at least that meant it was somewhat more exciting when they exploded into a million coins. Other than that I loved it. Nicely done!
Wow this is a really impressive entry, especially since it's your first game jam! I saw some streamers playing it a couple weeks ago but didn't catch the name, so I was really glad to stumble upon it now. It's a really fun game! Some of the places you're supposed to go aren't super clear (ie at the end), but everything in it is well developed and the visual style is fantastic, it reminds me of Downwell. Nice work!
Really tight game, congrats. The progression is well balanced, great level design. I got all of the coins except those ones past the spike pit, didn't think to use recoil, good puzzle though.
The slow slug speed was getting a bit grating after a while but I didn't think to fly around with the gun. I'm tempted to go back to do it but I don't really want to go through the start again :-)
My other criticism was the lack of feedback and tank-ness of the (first?) boss. I thought I was supposed to hit it in the back or something, it didn't feel like it had any effect, and with the recoil it was annoying to climb up there all the time.
Had really fun time playing the game. Loved and abused the recoil of the gun. I believe it made me lose more time than I win but I kept using it anyway, very nice work on that !
Style is neet, simple yet efficient (gave a bonus point for the slug, they're cute.)
I enjoyed the multiple layers in the title's joke.
Lack of feedback from monster as been said a thousand time already so I'm gonna pass.
Level design was good and you learn quickly but separatly about every mechanics, which is good (tho' I'm not fan of going back to an area you've already been just to grab a few things, I make a reference to the coins behind the first pool of water and the coins above the starting point where you need the double jump.)
I was a bit surprised that there were few precision platform-jumping which could have well synergized with the slow movement-speed/high jumping height of the slug. (But I've seen the one using the vertical acceleration of the water, which count. And the spike pit which if on the opposite end of the spectrum but hey, more content is always better !)
(Also, no wall climbing for a slug, which is odd in real life but not a concern in a video game.)
All in all, it was a really fun game and I enjoyed my time playing it ! Keep up the good work !
(everything between () is personnal preferences and I do not take them into account while rating, except for the bonus point ofc)
It's really cute and I like the progression and level design but the movement is so slow. Based on the game description, I assumed that you'd be able to buy speed upgrades too. Still, everything else was great, especially for a jam. Good work!
That's absolutely amazing! I really like the art, the level design, the mechanics and everything else. Some suggestions I am sure were mentioned before, but I'll give them anyway, because I'm to lazy to read through all the comments - you do that: - Faster Movement or Upgrades - Feedback -> this includes some kind of flashing animation when you hit enemies (when fighting the final final boss I was totally ready to keep shooting him for an hour or so, a lifebar would've been neat now that I think about it) and more soundeffects - Music (just makes your game that much more atmospheric than it already is)
As I said, just absolutely amazing, especially for a first jam!
I love the monochrome graphics and the super cute characters! also this game really reminds me of a game I made for LD44
Adorable 2-bit game! With some music it would have been basically perfect. The end goal wasn't really clear in-game, which is a minor qualm since it was explained out of game, but something as simple as the coin counter having a X/100 would have made it instantly clear how many I needed, and perhaps dialogue with someone I owed debt to specifically would tell me where I needed to go. The only other thing has been mentioned previously, and that's feedback- the big boss in particular well, it was hard to tell if I was affecting him at all. You had a remarkable amount of polish elsewhere, like knockback on bulletfire and the sparkle in the jump, so I think sharing a bit of that feedback with the enemies would help solidify everything.
Very nice entry, I loved it!
@selkkie Thanks! That's a good point, I should've made the goal obvious in-game, especially when some people don't read the description, I've watched a few folks getting lost, unaware that there's an ending because it's not pointed out on the actual game itself.
As for damage feedback, that was added in the post-jam version I uploaded earlier today. It still doesn't show your progress with each boss, but at least it makes it clear you can actually damage them! :P
I appreciate the feedback!
Nice, beat it was 210 coins. It took be a while to figure out to press x at the door again to beat it haha. Perhaps having an x appear when you can interact with something. Was able to figure out the spike jump using recoil, which was clever. Like the black and white art, simple but works well. Nice job!
This was adorable. And appropriately named. Got the overachiever ending :]
This Game is amazing. felt pretty polished and even had a hidden gameplay mechanic! Loved the GB Style Grafics. A Fun short Metroidvania that you could put on steam for like 0.50$