2019-10-04 20:15
first
Foon → Ludum Dare Explorer → LD45 → Nullified
By coda-highland and frickinFrancisco
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 792 | 3.20 | 27 | |
| Fun | 812 | 2.96 | 27 | |
| Innovation | 933 | 2.66 | 26 | |
| Theme | 783 | 3.00 | 27 | |
| Graphics | 363 | 3.82 | 27 | |
| Audio | 402 | 3.29 | 26 | |
| Humor | 719 | 2.37 | 22 | |
| Mood | 692 | 3.18 | 24 |
first
A basic 2D Platformer, but still a fun one at that! Finishing any game is an accomplishment!
This is really smooth and polished! The story is really interesting and fits with the theme perfectly, and the graphics are great! It is a bit simple, and the map is really large but overall this is great!
The player animation was very nice, I spent a couple minutes just walking around and admiring the art. However, the map feels a bit empty, so perhaps adding some extra details will break up the terrain.
Using a metroidvania concept work really well for this theme, good choice. I really like the character art. I think my main problem with the game was how similar every area looked. Color difference just wasn't enough for me, and I just found myself wandering around aimlessly. Some more differentiation between levels and rooms would make a huge difference, as at this point even if I see a gate I can't go through yet, I have no idea how to make it back there.
@pinosaur Yeah, I had plans for more graphical variety, but I decided to focus my efforts on getting an actual win condition in my game for a change. Only the second time I've done that since I started doing jams, and the first time that it actually worked the way I intended it to instead of just being hacked together at the last minute.
We'll be doing a postjam version!
I had to cheat because I got the ranged attack item as my first item and got stuck in the area without being able to jump out, but nice animations and the booster sound is great. Great use of the theme!
@gold5games Actually, that's an error in the map generator. It's not supposed to put you in a place where you can't jump out without the booster, unless you can't get there without the booster in the first place. But there's one map where I made a mistake in positioning the blocks and you can't actually make the jump I thought you could make when I designed it.
I really enjoyed this game! It had a super cool concept, and it was executed very well. The graphics were super polished and the music fit very well, and these both came together to make a super solid mood. I didn't get to finish it (stopped by a bug where boosting sideways into a ground panel got me stuck), but the presence of a boss battle is a huge feat for a jam game. I think there could have been a little more explanation of where to go early on, because I felt like I was just wandering around, but other than that, awesome job, and I can't wait to see what comes of this game in the future.
@thepiratenun I'm glad you enjoyed it!
Yeah, I know about the clipping bug; my character controller was designed for characters the same height as a terrain tile, and I decided to focus on getting the game done instead of fixing the issue. I'd never gotten permanently stuck from it, though.
I was hoping to have an intro/tutorial section; I thought it would be really good for engaging the player if you could start out with most of the powers exploring the red server before the worm arrived, and then the signal corruption damage would start and force you to run away, and then there would be a little bit of exposition to explain what happened and what you needed to do. Unfortunately, I lost a few hours during the weekend so I didn't have time to flesh it out the way I wanted.
Cool. Nice graphics / audio / mood. I got a little lost, I'd suggest adding some "organic" landmarks, like I don't know, a special computer, a yellow tree, a rock shaped like a turtle... something you can see only at one place, so the player knows where he is without a map. I think that's how you don't get lost in dark souls.
Good luck and have fun !
Fun platforming and good art. I like the recommendation about the landmarks to help navigate.
Evaluation...
1 - Mechanics and Learning: The mechanics of gaining new skills by finding collectibles at specific points in the stage (enabling the redefinition of all gameplay at each step and the ability to return to old maps to clear areas) is an interesting proposition. It didn't take long to understand how to use each skill I collected (I would focus on giving more feedback on what is collected, with some marker on the canvas, which would allow me to explain without having to describe it verbatim on the screen).
2 - Flow: Having missed the game canvas, life bar, and map so much, I quickly felt anxious and bored (at the same time). The mechanics were very well developed and I had a great time when I started being able to defeat the most common enemies.
3 - Narrative and Polishing: I missed narrative within the game (not talking about the explanatory text on the outside). I believe that in Ludum Dare time it looks great, so it is a suggestion to make the gaming experience even better. I really liked the graphic art of mobs (I think it is a strong point, I would suggest expanding to more mobs (maybe I have come to some part of the game not allowed me to see them all, I must have seen four or five types). Music can become repetitive after about ten to fifteen minutes of playing (which increases anxiety about not being able to move forward, a minimap could make it a lot better, and on the part of the sound could soften the music a bit, letting that beat more. accelerated to more tense stages). Anyway the whole artistic part is to be congratulated for jam time.
4 - Culture: With greater narrative development comes greater cultural appeal (either by redesigning a narrative, or by better spelling it out through elements in stage). The main character resembles some robot models (which can be a hook that attracts people who like technology and / or science fiction). If you delve into this, the nix can be searched (groups in social networks and forums), allowing to deliver the game (or at least mention it by these places). If you create a Facebook page invite me to like it. ^^
5 - Monetization: I think with minimap or a new level design (which is quite interesting but could be less labyrinthic (between stages)). Or even adding leveling system for the character to advance in their own abilities ... With such improvements, if it were in the team's interest, the game could be sold (without ads) to PC in game stores.
Pretty cool platformer. I liked the different upgrades you can get, the booster especially. The movement was a little glitchy looking when I ran into walls while in mid air or used the booster into the ceiling, but it wasn't awful. I agree with the other suggestions that map or something to guide you would be a nice addition. The same jump sound got annoying very quickly, but the rest was great. Can't wait to see what you make next time!
@gustavo-christino I'm not quite sure how you missed the life bar. It's at the top of the screen?
We had plans for at least two other enemy types, but getting the final boss implemented was a much higher priority.
I wanted to do a lot more with the music but the composer that helped me last time wasn't available this time.
Maybe was something with my computer (about the life bar). ^^'
Gogogo! o/
The size of the world was overwhelming, especially as there was a lot of empty space. It took me a while to find a gun and along with the sword that was all I could take. The snake was buggy as it's parts were floating in all levels, sometimes even in the spawn place. Gameplay was quite fun, I liked jumping monsters. The music was really great! It's a nice game.
A nice little platformer you got here. I liked the character and enemy sprites. Music was great too.
I did run into a few issues. First try I didn't know there were randomized levels and I got a map where I couldn't go anywhere... so that was a bit confusing. I mean, litterally... I could go about 1½ screen to the right, jump down a level below and all I would find were enclosing walls - so the the random generation needs to be looked into. Restarted the game and found a much better map. There was also some clipping issues on the platforms I felt and the hitboxes seemed a bit weird.
Still a great idea and nice story. I liked it.