2019-10-08 01:01
Pretty interesting approach for the story, and a SFX on point. Hope to see further progress of the idea.
Foon → Ludum Dare Explorer → LD45 → Vault 7
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1053 | 2.73 | 48 | |
| Fun | 1050 | 2.47 | 49 | |
| Innovation | 999 | 2.53 | 49 | |
| Theme | 826 | 2.93 | 48 | |
| Graphics | 971 | 2.63 | 49 | |
| Audio | 615 | 2.72 | 48 | |
| Mood | 819 | 3.00 | 49 |
Pretty interesting approach for the story, and a SFX on point. Hope to see further progress of the idea.
Hey, thank you so much, it was our first time working with sound our original design, so we appreciate te a lot. We are sure going to revisit the game and make it a fuller experience
Cool! Fun little puzzle that took me some time to figure out. Good job!
Thank you so much! I'm glad you liked it
A bit short, but I definitely got the vibe you guys were going for. One suggestion I have (aside from just "more puzzles" :stuck_out_tongue:) would be to reduce how much the character slides around. It's nothing major but just seemed a little like it was on ice or something. Did it ever explain why it was called Vault 7 though, or did that just go over my head? Would be a nice little touch if it didn't.
Our inicial thought was having multiple rooms in a crack the code style, but time was short for the other rooms. The game is called Vault 7 solemly because our main character only dinstinction (besides being bald) its the 7 written on his back. The Bald Vault didn't sound as nice lol. But since the game theme is start with nothing, the origin of the 7 is totally up to the players. We're definetelly checking the character movement for version two! Thank you so much for the feedback!
We learn so much doing this little game and we are definitely going to implement the suggestions in order to make the game feel more complete. Thank you all for your inputs!
took a while to figure out! actually i never figured it i didnt figure it out but im p proud of everyone that did!
I generally don't like puzzles because the difficulty makes me want to quit, you however,made a genuinely fun game, my props to you
Pretty short, I think the sound was pretty good. I would edit the description here to say what the controls are. specifically, the space bar to interact. Increasing the contrast between the walls, floor, and background would be nice too, as it is sort of hard to see the walls right now. I can see if you guys had more time you could have added more rooms, which I think would have been pretty cool. But I can get the feel you where going for. Nice job!
I tried every other combination other that the right one before i got it haha, entertaining!
the footstep sounds got a bit tedious in the long run and they cut off sharply when you stop walking. The graphics where a bit unclear for me, i did not realise the red button was a button for a shameful amount of time haha. it's well executed and a neat little entry but overall it could use some polish
Ehhh. The yellow light being in the mix with red and green was a decent enough twist, tho it resulted in me just trying random combinations until something worked. Needing to change rooms to see if the combo worked was obnoxious, too. The space bar was non-obvious, especially when the button looks like it's recessed into the floor (which should then be weight-activated).
Also a bad thing that I had to kill it with task manager to exit after finishing. That's a no-no.
I wish that it was a little bit longer. The switch room was confusing for a little bit since I did not see that the door opened after I did it.
I'll give you guys my playthrough experience cuz I know that can be insightful. My approach was to start but running over the bottom buttons, then clicking on them and hitting space hoping it would do something. Took me a little to actually move north. From there I hit each level one by one and checking what the results were. I noticed 1+3 were the same and 2+4 were the same (unsure if procedurally generated) so I flipped on 2+4 and nothing, then 1+3 and got out. Tbh I didn't fully make the connection between the colors, I was going to analyze it as my next step but I guess I lucked out. Neat challenge was a change of pace from some of the other games this LD.
@kekkodude Yeah, we had a little problem with the walking cycle, all the SFX were produced by us, and making a loop was actually a difficult thing we never messed with that before, for version two we are going to work a little more on the walking sfx and the sliding thing are going to be improved. the game is far from polished. but thank you so much for the feedback we apreciate it a lot. the fact the button doesnt have an animation also could have made an inpact for you not understanding it was a button , so we probably will improve that.
@ketura The lights are indicators of the right positioning of each lever. It envolves a logic to understand how the lights work to crate a strategy to give you the answer. But like every "crack-the-code" puzzle, you can get it right out of pure luck and never actually check the lights, since the vault in the initial room will open once you send the correct answer. Each color has a purpose to create a strategy to crack the code. We didn't put the controls on purpose for the theme start with nothing, you can actually use spacebar or e to interact as most games are by default. also you can walk with wasd or arrow keys. As for the button, you're completely right we are going to change the button sprite and make an animation for it.
And yeah, the exit of the game is basically alt+F4, an exit option after credits was going to be added, together with the game menu, that would only show up once you've cleared the game for the first time. Unfortunately we didn't have time to implement it, but now you can play an online version, which will take out the alt+f4 fot exit or the task manager.
The switch room is just the tutorial and showcase the idea.
Thank you so much for your feedback, we appreciate it, thanks for the constructive critics
@sirred Oh yeah, thats a thing we didn't think that would be an issue. Did door stays out of the frame? We put two different sounds for the button, one when it doesn't work and the other one that when it accepts an input, at that moment the door opens, we thought that would indicate it had a change, but I think if you don't interact with the button before it might go unnoticed. May you tell me if it was the room size?
@chaos it was out of frame and i didnt pick up on the sound cues.
@mechwarrior99 We also thought the game got really short, out idea was for actually having 4 puzzle rooms, but time was running out and we didn't want just to copy paste the same puzzle over 4 times cause it would be boring. We preoritized the concepts and basic mechanics over the polishing, but we will release a version two, the black background will disappear if i remember coreectly and the graphics will be improved, thank you for the specific feedback on that.
Do you think the gray scale of the room made it difficult to see the walls, or it was really just the contrast between floor and walls (like making walls darker, for example, would be enough)?
As I mentioned in another comment we chose to not show a game menu/opening sequence/controls to keep up with the theme, start with nothing, you just know you're playing a game, and youre thrown in it with no info. We chose intuitive controls (common ones) to make the players figure them out - wasd and arrow keys for movement and spacebar and e to interact. Just really the lack of the exit of the game was an actual flaw in the programming we ran out of time and submitted it as it was. I'm gonna add this to the game description as it was mentioned more than once.
Thank you so much for the feedback, specially the constrictive critics <3
@nachtwitch I'm glad you liked it, this is actually what we called the tutorial room during the dev, so if you want to see if youre gonna ragequit in the future, keep an eye out for version two of Vault 7
@rosebucket Really? Oh noes! my tip is to pay attention to the lights on the main room. But i feel you, even though i participated on the game dev I still took some time to figure out the answer when I played it the first time
@peachtreeoath My girlfriend did the exact same thing, thinking the visors were interactable, she took a little while to see the gap for the door on the north wall, I see this as a part of the experience since you know nothing about where you are. We thought about the possibility of some type of dialog box, but making you guys figure things out yourselves and explore everything makes sense when in a unknown enviroment.also that gave us a little more time to work on other aspects of the game, as our programmers had to work with a single computer, changing shifts untill all sounds and graphics were made. there are some combinations that give out the same color pattern imput and it was designed to be that way, each color has a different meaning, but even though there are 4 screens and 4 levers, they are not assigned to show the imput in order for each lever, they show information about the combination as a whole (i hope i could explain that well, cause explaining this mechanic to my team also took a little while)
and thank you so much for your feedback and sharing your gameplay with us, i hope i answered some questions about the light system. if you want to test it further, i suggest trying the alternatives of imput for each lever for the analizys.
I'm also really happy for the route we ended up chosing for our entry, its a little different than the other games i rated and played, eventhough there are some really awesome masterpieces here, our team is proud of what weve done, so thank you for that little last note.
@sirred We're definetely checking this out for the v2 od the game, I thought the switch room was a little too big and there was a missing sound for the door opening that i didnt notice before. We're going to fix that in the future, thank you for the feedback again, we want the v2 to be a really nice experience, and this little details make all the difference.
This was an interesting take on the theme, and I liked it. The sound effects were very eary which added to the creepy atmosphere, not sure how I got the vault to open, I just messed with levers :laughing: Overall, this is very good jam entry!
Very clever idea, it did take me awhile to figure out what to do to escape, but i'd say with more rooms and some more polish this could become a very good puzzle game.
@black-flag thank you so much, we had a blast coming up with the sfx for the game. The eery atmosphere was what we were going for since the beginning, so I'm glad it worked out!! Thanks for the feedback
@fallingflatstudios we are planing to add that on the version two. Thank you so much for your feedback!!
the mood, sounds, art and atmosphere fits really great together. it reminds me Fallout 1 & 2 games with post-apocalyptic environment with lots of VAULTS :) I believe as an indicator to levers you could have also used more subtle thing maybe like light leaks on 4 sides of the walls to make it more atmospheric. I know that you intentionally didn't give any clues to player to fit in the theme, but I believe if you want to continue on working, you should avoid designing puzzles that can solved easily by trial and error like in this one to make the player feel more accomplished when they solved a puzzle, instead of randomness and "not sure, just mashed buttons and it worked" feeling. you can still avoid this by giving almost no clue. anyways as a Fallout 2 fan, I really enjoyed it :) congrats and keep up the good work! :)
@burakkurkcu we intended to do this room as a tutorial to the mechanics of the the game. We were planning to add more rooms that would add one more color so it would be harder to guess and the player would hopefully understand the pattern eventually. But I get where you are coming from and I liked the idea of light leaking! Thank you for playing and for the feedback!
nice atmosphere i loved it great job !:D
@burakkurkcu Thank you so much for your feedback!! We had a little get together last friday and we touched the subject of lighting in the game, and the leaking lighting is ssuuuuuuuch a great idea. Like @ryuu said, this room was supposed to be the tutorial one, and we are intending to improve it as well so every single bit of feedback and insight is really valuable for us. We want the vault 7 project to grow, since we had such great time developing it. I've personally nevr played any fallout games, but It's amazing you got that post-apocalyptic vibe from it, cause that's what we we're going for. A run-down, maybe forgotten, creepy place. We will for sure improve the tutorial level and itroduce new mechanics and puzzles for another version. Again, thank you so much <3
@enzo-b I'm so glad you liked our little experiment game! Thank you so much
Not bad, it's a pity that only 1 quest)
@anisimovih We are planning to add more rooms in the future, thank you for your feedback!
At first I didn't know how to proceed. However, with careful observation, I found that all levels were made up of an important configuration.
I think this game is similar to the number baseball. Green for right, red for wrong, orange for similar. That was a good hint.
Enjoyed the game nice work!
@gamefive the colors hint the configuration: green means one of the levers are correct, red means one of the levers are in the wrong position and yellow means two levers are swapped. thank you for your feedback!
@xotsu thank you so much! I'm happy you enjoyed it!
@gamefive I'm so so glad that you figured out the lights pattern. Since we had just 16 combinations in total, we couldn't go that much further with the configuration, but you got it right on the spot. That makes me so so so happy. Thank you so much for the feedback!!
@xotsu I'm really glad you liked our short game! Thank you so much!
Really liked being dropped into the game without any info, the interactables here were pretty limited but starting with curiosity added to the experience. It wasn't totally clear at first what the colors represented, I was able to get things to all yellow and then flipped them all to escape. @ryuu's comment explains it though, nice puzzle!
I couldn't figure out how I was supposed to know which code to enter, so I just tried every possibility on the levers by using binary.
I'm still not certain which combination was correct, since I didn't have any visual or audio feedback when i got it right, but when I went back to the main room, the vault door was open.
I liked that the puzzle had no instructions and let you figure it out by yourself but i feel like figuring out the first one where you unlock the door can be a bit obtuse, i suggest giving the player an indication of which levers to pull with like a scratch on the wall behind the levers or on the floor in front of the levers, like something to give a hint rather that just leave the player to guess randomly. that being said you guys nailed it after that by having a way to show that the player is progressing.
I thought the art was cute I just couldn't tell that the levers were levers at first because they were so big and the scale and perspective of things felt very weird, overall not bad just visually confusing which is not the best in a puzle game.
also last criticism, I understand the fun of it is giving no clues and information (and you guys did a great job on that, completing the puzzle is fun and makes you feel smart and it's simple enough to not be very frustrating after the first door) but please put the controls at least in the opening menu or in the description of the game or somewhere because it took me about a minute before I realized the space bar did something. just putting "W,A,S,D -> movement" and "spacebar to interact" in the description would help so much.
overall, aside from my criticisms, I thought it was fun with a very cool atmosphere and a great general mysterius tone. the art is cute but the levers that look like 4 times the size of the character kinda makes them look like light poles or bars but the puzle was really fun and simple with a lot of good feedback to the player. a fun quick few minutes on a puzzle =), would reccomend maybe you guys can build on this into a bigger mystery puzle game.
Awesome game! Love the great graphics!
@smitto we are analyzing other means to convey to the player how the colors work in a easier way and we pretend to change it in the future! thank you for your feedback!
@silas-reinagel you should go to the main room every time after you try a different lever order and press the button, but now we realized that is hard to get sense of it since is not possible to actually see any changes and the visual cue wasn't the best to teach this mechanic... thank you for your feedback!
@gigahood i'm very glad you enjoyed the game! we had a problem when balancing the "no instructions" aspect of the game and giving enough audio and visual cues to the player in order to be fun and understanding with the little time we had... but all we are learning so much with all the comments we are receiving and we are planning fix the mistakes and improve the game based on all the feedback we are getting, so thank you so much for taking your time to give such insightful comment!
@sillyman987 thank you! i'm glad you enjoyed!
Found this quite challenging and then realized I didn't have my sound on and that there were sound queues lol. Still managed to finish it tho, was good fun thanks!
@itsnotagoodtime i'm glad you liked the game! thank you for playing!
Good game! Nice idea to let the player figure out the controls as an interpretation of the theme :D
no problem i hope you guys enjoyed the jam and learned a lot ^-^! the thing is a lot of people make all kinds of controls for thier games in these jams and although WASD is 90% of the time standard movement there are some people who change that, so it's always a good idea to add something that tells you the basic controls and what buttons do. at least put it in the description of the game. you can use vague words but still a best practice is to add a basic controls list somewhere so people don't spend the first few minutes of your game trying to figure out how to move or press a button.
@greendinogames thank you so much! i'm glad you liked :D
@gigahood we have learned a lot and had very fun making this game! we are thinking in other ways to convey the commands... like showing the keys written somewhere, or emitting a confirmation sound when the correct button is pressed, or making an entire new screen where the buttons are given but what they do has to be discovered... so much options! thank you for your kind words!
This game ain't for my brain lol :D
Pretty good game and cool art! :) The sfx could use some adjusting, there is a lot of bacground noise in the walk sound for example. You can try and clean it with audacity.
This was such a fun game! I love puzzle games and this was quite fun to play and figure out. I really enjoyed it and the sounds were extremely well done, really sounded like I was walking around in a vault haha. (idk I've never actually done that.) Great job! I'd love to see more of this!
@krisdev oh no, I'm sure with more context clue I'd would be a more comprehensive game for everyone! Haha Thank you for playing!
@mad-brokli we actually used audacity to edit the sounds but we totally forgot about the noise reduction options! Thank you for pointing it out, we will clean all audio in the future. Also thank you for playing!
@dongle we are very happy you enjoyed! We will take all feedback we were given and change the game for the better. We'll be happy to see you play the future version! Thank you for playing!