FoonLudum Dare ExplorerLD45 → Erasure

Erasure

By seankennedy

View on ldjam.com

CategoryRankScoreCount
Overall3.0014
Fun3.0014
Innovation3.5014
Theme3.7315
Graphics2.1214
Audio1.079
Humor1.8012
Mood2.2914

Comments

cybikitty 2019-10-07 23:36

I really love the concept of this, but sometimes the collisions don't work and I'm unable to move to the finish point :0

seankennedy 2019-10-08 02:40

@cybikitty thank you! i like to think of it as a proof of concept, hopefully i can make a more polished version one day

theomaniacal 2019-10-08 02:57

The game window stretches taller than my 1080p monitor, so I didn't notice the UI listed at the top until I scrolled up. Was a bit confusing up until that point. :sweat_smile: Once I figured out what was going on, I found it interesting! It seemed like some of my jumps weren't working though.

mao 2019-10-08 03:13

Interesting. It kind of reminds me of games like INK, where you have to reveal the level.

I found the timer and erasure limit more annoying than challenging. It just forces you to start the level over repeatedly until you've memorized the layout. Perhaps you could allow unlimited erasing, but the tiles you've erased fade out over time? One other minor suggestion is to make sure the player doesn't stop dead when changing directions; that would make it easier to find walls and platforms. Aside from those things, it feels pretty good to play.

goldenglade 2019-10-08 03:16

This game has workable concepts in it, but the complexity is to its detriment. The concept of eliminating the tiles of the background and using their physics to detect platforms is novel, but the act of experimentation is discouraged by the very strict tile elimination limit and the damage-dealing properties of the removed tiles, making each level difficult to navigate. In addition, the introduction of vertical walls (especially in the first level) adds to this difficulty as their presence is not as easily indicated by the removed tiles as horizontal platforms are. If you continue developing these concepts, I would suggest removing damage, the tile elimination limit, and the ability to see visible platforms behind removed tiles, and instead focus on constructing challenges that require the player to balance using enough tiles to discern the location of the exit with using fewer tiles to avoid some sort of implemented penalty (perhaps a par).

fireslash 2019-10-08 03:25

There seem to be couple of conflicting mechanics here. On one hand, I need to reveal the platforms, but I appear to have a limited amount of reveal power. Since each level repeats, there's little incentive to be careful with this power since once I know where the platforms are, it's easy. It's a bit of a shame too since there's a pretty neat mechanic with the particles sliding off the platforms. I'm honestly not sure how to fix this off the top of my head, other than randomizing the platform positions.

The other oddity is that the reveal particles seem to kill me. This was surprising to me and I'm not sure what purpose it serves.

And lastly the platforming exercise seems to be mostly a formality once you've revealed the platforms.

Honestly you've got a couple really neat mechanics here but they're not being used well yet. I'd spend some time playing with it a bit more and I suspect you'll have a pretty unique game on your hands!

hydezeke 2019-10-08 04:00

@fireslash I hadn't even noticed the particles colliding with the platforms - that's now maybe my favorite part of the game mechanically.

It's a bit clunky, but really impressive as a first game, wow! The concept is really solid and the game shows the concept really well. Good work !

ds-nahogara 2019-10-29 18:50

This game is so cool, i got surprised when you just can show the red platforms in the screen, it is definitely a good game for your first game, keep the great work! :heart: