joellikespigs 2019-10-07 22:09
Incredible work! Loved everything about this - I can't believe this was made in such a short time, it feels like a fully fleshed out game and I'm absolutly blown away by it! Awesome stuff!
Foon → Ludum Dare Explorer → LD45 → Pocketon Peak
By salamichild, bwalter and Bibiki
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 206 | 3.83 | 26 | |
| Fun | 379 | 3.50 | 26 | |
| Innovation | 933 | 2.66 | 26 | |
| Theme | 930 | 2.77 | 26 | |
| Graphics | 76 | 4.33 | 26 | |
| Audio | 12 | 4.29 | 26 | |
| Humor | 392 | 3.07 | 23 | |
| Mood | 245 | 3.76 | 25 |
Incredible work! Loved everything about this - I can't believe this was made in such a short time, it feels like a fully fleshed out game and I'm absolutly blown away by it! Awesome stuff!
Wow, the ambiance is amazing! As soon as the song played, I felt like I was 8 and playing Pokemon Crystal again. The opening screen is beautiful too, love the composition and the wavy text. The controls felt a little wonky; I also couldn't figure out how to switch items from the sword to the fire! Any tips?
@chelc use number keys 1-3 to switch :) i forgot to put that in the menu, sorry!
it had a few rough moments, but a fantastic game for the amount of time you had. I had to restart initially because I was able to use the shell and lose it.
@mmason Glad you liked it! the shell glitch should be patched now :)
I'm echoing @chelC here, I felt like I was playing a little Pokemon game as soon as I started it up! I liked your monster designs a lot, and the music in the cave was great too
What an experience that was. The moment I saw that post and that art, I knew I had to play this game. And by God, when I opened that menu and the sweet music started playing... I literally sat there for a minute, just taking in the 8-bit Game Boy aesthetic. 5/5 for mood on that one, seriously!
While the game looks gorgeous and sounds divine, the gameplay is... a little annoying at times. The player seems to move rather slow, and the trial-and-error feel was exacerbated by the unfortunate ability to consume items anywhere regardless of if it were right or just wasted. Some things made sense, others didn't (I still have no idea what hot sauce is used for, or what that grey powder that the hat-bomber drops does), but I eventually managed to make it to the end, somehow. Also quite annoying that the player can't turn to look in the direction they want and is forced to walk; the sign near the metal box is unreadable because of that.
Otherwise, this game is chock-full of content, and I only finished 58% of it. I might return to 100% it later, figure out what goes where, yadda yadda... but I hope you guys can work out the programming issues and make it a smoother thing to play. All in all, great job, you lot!
I really liked the game. Cool gamboyish graphics and music. The looking should be implemented with the normal movement and you should collide with people imo. But other than that, great game!
I tried to play this on my Windows 7 PC and it crashes immediately on startup. Perhaps it isn't supported on my computer! Looks like a lot of fun though.
What a game! It immediately gave me flashbacks to good old times when I was playing NES as kid. I'm impressed by the amount of content you've managed to put in.
There were some small issues, e.g. thin lines appearing between tiles when moving, and other stuff mentioned in comments above.
The graphics is impressive, and the music sounds good. Working with a team pays off, doesn't it? :P The gameplay is a tiny bit slow, but that's a part of the NES aesthetic.
I've not finished it yet; I got stuck trying to figure out how to bomb that rock blocking a passage (exploding a bomb near it did nothing?), but I'll definitely return to it.
@justinooncx actually, you can look around without walking :slight_smile: as the controls in the menu state, you can use arrow keys to change the direction you are looking without walking.
@terribly-awesome-games i'll look into it :thinking: thanks for the heads up!
I'm amazed you were able to make this in such a short time.
Agree with previous commentor. Guys, you're amazing!))
Not bad! I definitely get the aesthetic you were going for (similar to another certain game featuring a variety of monsters) and the music/art work great together. It was longer than I initially anticipated which was partially nice because it was more content, but bad because it was so slow getting everywhere. That combined with the fact that you can die and have to start sections over made it a bit less than fun to play, however the checkpoint system was appreciated that much more. :stuck_out_tongue: With that out of the way, here are my main critiques: - The dialogue could be a bit more... engaging? ("Oh you're not dead!" Thanks for noticing.) Not sure if this was a limitation of the dialogue system, the time constraint, or maybe both, but it would have been nice to hear a little bit more from the residents to fill out the story. - Having to use the arrows to turn in place felt pretty awkward. I imaging you intended it to be like the aforementioned-monster-game how you could tap and turn in place while still holding the buttons to walk, but ran out of time to implement it. If not, I would suggest that be the way to turn in place instead. :slight_smile: - The "puzzles" (more like fetch quests, I suppose) were at least generally pretty interesting and weren't too difficult which was nice, however given that they often involved risk of death, they seemed a bit uncharacteristic of the style of game. In face, the whole dying thing seemed a bit out of place for such an otherwise-relaxed experience. Personally I'd remove it and just let it be a walking simulator, but each to his own.
With all that said, I still think this as a pretty nice experience, even if moving around was a bit of a chore. I'd give it a 3.5 overall.
really great work, esp. for a jam game! surprisingly full world with lots to do and well-done and pleasantly designed graphics, lovely sound and music, while it's true the grid-locked controls feel a little clunky, it's still quite fun to explore— i would reccomend registering directional changes immediately instead of delaying inputs to the next tile transition, and so that instead of purely relying on divided looking and movement between two different sets of directional keys for the player to use to position themselves correctly, they can just tap to look in a direction or face an npc (for kiting and stuff the separate directional keys could still be available) oh and yeah with a number of items if you're facing a wall, it often just consumes it without really giving any auditory or visual feedback as to what just happened or where it went and that can be a little confusing or unsatisfying-feeling, — that's just all my feedback n' stuff though, heh, you did good!
also: i noticed there's a bug where if you die or quit and resume the game while in the little room where the ice enemies spawn, you'll reload inside of a wall south of the actual exit you should be in front of and this bricks the game, so uh, to anybody playing the game, probably avoid doing that.
thsnks @jjoeyay ill work on patching that!
Really complex game, I didn't even managed to understand all the items purposes, e.g. the grey powder, but it's very engaging. Though, I had an impression that controls are laggy and it's a bit difficult. Anyway, you made a lot of work and polishing it would implicate an awesome game! :)
Had some bugged items but I think with some time you could make an AMAZING game based on this jam!! Loved the flavourfull dialogues and their text-animations <3
This looks super fun, but for some reason I couldn't get it to work on my (Windows 7) PC. I'll try again tonight. :(
@unept from what ive read online running as administrator may help. let me know if it works :)
Looks really great. I think the movement with WASD and look around/aim with arrow keys ok, but maybe I would try to juice up the hit effects, like pushing back enemies or stun them shortly when they are hit.
I also had no idea where to go or look for items, which was a bit confusing. Picked up items could use some kind of basic descriptions. For example, is it a quest item or a weapon or a tool?
But overall I'm very impressed by the amount of detail you put into this game! Good job!
Well done with the game. I am impressed you were able to make so much in such a short amount of time. It was really fun to complete and I ended with a 78% clear. I was especially fond of the music. I felt like the game could have benefited from a short description for what the items do and another inventory slot. Also it is possible to clip out of bounds game shot.png Overall very nice. :slight_smile:
I thought the combat was a bit tedious but the game is a well done homage to Link's Awakening!
Wow, what a fantastic game. So cool to see this style of game again, audio and graphics were excellent, gameplay is fun and works pretty well. I think the one thing that felt a bit off are the look/move controls, but it works great and runs like a dream.
Fantastic job, great game!