FoonLudum Dare ExplorerLD46 → Collect The Cores

Collect The Cores

By trogoq

View on ldjam.com

CategoryRankScoreCount
Overall24562.6620
Fun22302.7220
Innovation24792.2720
Theme24392.6120
Graphics22442.4120
Audio14972.5220
Mood23322.3020

Comments

kyle-bowman 2020-04-22 02:08

Great job on your first jam! That boy got some hops. I found it too difficult to get some of the pieces, but I wouldn't consider it a flaw.

shaubbyplayz 2020-04-24 01:01

Good Job, keep is up.

apace 2020-04-24 13:49

This game is quite difficult! I had my most problems with the blue one in the bottom right, which is guarded by the two sets of spikes.

I enjoyed it though.

backurio 2020-04-24 13:58

First of all, congratulation to finishing your first game jam and doing all by your own. That is really a great feat to accomplish. You can really be proud of you.

However, due to your lack of experience your game is of course not as good as some other games, but just keep going and your games will soon look and feel the same.

Here are some points that could be improved for your game: * Some of your sprites are very washed out. If you have pixel art, then please select the "Point (no filter)" option in the filter mode for the sprite.

Annotation 2020-04-24 155546.png

* Your character controller needs some serious work. It feels to floaty and the gravity should be increase. Just increase the gravity scale in your Rigidbody 2D component for the player.

rigi2d.png

* Your graphics need improvement, but that will come over time.

I hope you had a lot of fun during the game jam and you keep working on making games.

irx99 2020-04-24 14:02

Can you win in this game? Im missing an ending, maybe Im just bad XD

As a first game jam you can be proud, the movement, althought basic, works.

There is a lot of room for improvements though. A tutorial that is not a text wall would be a good start point.

gnocchi 2020-04-24 14:10

For a first jam this is a bright result ! And as all the assets were yours, it seems you did a lot of work !

The level design is well thought and game design elements (like random order for core colours or impossibility to stack same color cores) are quite clever. I think you could improve on dev, like the collider issue that freezes the player's position or the jump that is not easy to handle at all. It feels like graphics and music were done with love which always gives a special touch to a game ; but they could use a little more work to be fully enjoyable.

The entry is really promising, good luck for your next project !

digitaldude555 2020-04-24 14:17

Good that you used all your own assets although I gotta say the song loop was too short. And some of the graphics were blurry. Game was fun though I couldn't beat it but tried 4 times. Good job.

curtis-pelissier 2020-04-24 14:17

The idea is funny, but the random collisions are so frustrating... Sometimes, I'm just walking straight forward and get stopped suddenly :cry:

saulo-rosart 2020-04-25 23:11

The music was really good! The character feels like he is floating, play around with the gravity a little bit the get the more stable movement.

ryan123rudder 2020-05-04 06:23

Great job! the character feels a little floaty, maybe turn up the gravity a little bit, and it'd be even better!

gustavo-christino 2020-05-05 20:40

Ainda começarei a sessão de jogo (apenas estou indicando que na minha tela o jogo fica cortado).

I will still start the game session (I'm just indicating that the game is cut off on my screen).

P1.png

gustavo-christino 2020-05-05 23:14

F2.png

gustavo-christino 2020-05-05 23:21

WIN.png

gustavo-christino 2020-05-05 23:22

~~There was an error uploading the image and it was sent twice (or something like that).~~

gustavo-christino 2020-05-05 23:52

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é de um gênero bem-estabelecido (plataforma). O desafio consiste em coletar objetos em ordem sortida (ao que entendi das vezes que joguei), e (em seguida) entregá-los à máquina (de teletransporte). Achei interessante a ordem de coletar os objetos ser sortida, permitindo algum tipo de re-jogo. Outra ponto positivo, ao meu ver, foi a mecânica de carregar uma quantidade limitada de recursos por vez. O pulo não ficou totalmente ajustado, sendo possível pular a partir da parede (tive problemas similares no meu projeto, e creio que uma solução viável seja colocar colisor apenas na parte superior do chão, assim só permitiria pular novamente caso encoste nele, ou quem sabe usar raycast para verificar a distância para o chão). Outra coisa que também poderia ser melhor, a gravidade. Sei que o personagem foi teletransportado para um mundo estranho, talvez não baste fazer a aceleração na queda ser maior (para justificar tudo isso adequadamente). Então fica algo em aberto, para ser testado e balanceado (caso a equipe pretenda dar continuidade ao projeto após o tempo de Ludum Dare). Aprender a jogar foi algo simples, apesar de levar algum tempo para conseguir dominar o movimento do personagem do jogador (PdJ). O fluxo de jogo pode ser melhorado, pois uma vez tendo aprendido a jogar, não há desafio. Então é possível construir (após o tempo de game jam) um estágio simples, apenas para ensinar a jogar; para então cair em outros estágios (mais desafiadores). Creio que uma boa possibilidade de avanço do projeto (caso seja o pretendido pós evento), seria criar diversos níveis, como se o personagem nunca conseguisse teletranportar realmente para casa, mas ficasse vagando por todo o Universo. Divagando um pouco: quem sabe em alguns mundos o personagem fosse confrontado por raças repetidas e descobrisse uma trama de dominação galática e o motivo da falha nos teletransportes ser uma tentativa dele mesmo (no futuro) fazer ele resolver o problema antes que a Terra fosse destruída ou quem sabe de alguma raça mais frágil, pedindo ajuda. Hahahahah.

2 - Gráficos, Áudio e Narrativa: A música é simples, assim como os efeitos sonoros (ao meu ver), e funciona bem (em tempo de jam) para cumprir o papel. Os menus estão cortados e a HUD fora da tela (ao menos no meu computador), talvez seja uma boa ancorar as imagens de uma forma que sempre apareça (ou exportar para diferentes resoluções de alguma forma). A arte do personagem me faz lembrar de diversas referências, entretanto não faz um vínculo muito forte com alguma narrativa (então seria interessante avançar a narrativa ou deixar a arte mais característica/única). As demais artes gráficas podem ser polidas (foram do tempo de game jam). A narrativa tem muito que pode ser explorado em diversas formas. :)

3 - Cultura: Faz referência (acidental ou não) a diversas formas culturais que envolvem ficção científica e futurismo. Creio que um jogo bem-desenvolvido nesse sentido tem muito a contribuir de volta para a cultura. Bem como ter como aproveitar dessa cultura para encontrar o nicho (ou público-alvo).

4 - Monetização: O jogo sendo polido (graficamente, sonoramente, narrativamente e em termos de mecânica), bem como tendo seu conteúdo estendido, tem potencial de venda para stores como itch.io (a depender, até mesmo Steam). Como o gênero é bem-estabelecido, encontrar um diferencial se torna algo realmente importante neste caso.

gustavo-christino 2020-05-05 23:58

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are of a well-established genre (platform). The challenge is to collect objects in assorted order (as I understand it from the times I played), and (then) deliver them to the machine (teleportation). I found the order of collecting the objects interesting to be sorted, allowing some kind of replay. Another positive point, in my view, was the mechanics of loading a limited amount of resources at a time. The jump was not fully adjusted, being possible to jump from the wall (I had similar problems in my project, and I believe that a viable solution is to put a collider only on the top of the floor, so it would only allow jumping again if you touch it, or maybe use raycast to check the distance to the floor). Another thing that could also be better, gravity. I know that the character was teleported to a strange world, maybe it is not enough to make the acceleration in the fall be greater (to justify all this properly). Then something remains open, to be tested and balanced (if the team intends to continue the project after the time of Ludum Dare). Learning to play was simple, although it took some time to master the movement of the player's character (PC). The game flow can be improved, as once you have learned to play, there is no challenge. So it is possible to build (after the game jam time) a simple stage, just to teach you how to play; then fall into other (more challenging) stages. I believe that a good possibility of advancing the project (if it is the intended post event), would be to create several levels, as if the character never managed to really teleport home, but was wandering around the Universe. Rambling a little: maybe in some worlds the character would be confronted by repeated races and discover a plot of galactic domination and the reason for the failure in the teleports being an attempt by himself (in the future) to make him solve the problem before the Earth was destroyed or who knows of some more fragile race, asking for help. Hahahahah.

2 - Graphics, Audio and Narrative: The music is simple, just like the sound effects (as I see it), and it works well (in jam time) to fulfill the role. The menus are cut and the HUD off the screen (at least on my computer), it might be a good idea to anchor the images in a way that always appears (or export to different resolutions in some way). The character's art reminds me of several references, however it does not make a very strong link with any narrative (so it would be interesting to advance the narrative or make the art more characteristic/unique). The other graphic arts can be polished (they were from the time of game jam). The narrative has a lot that can be explored in different ways. :)

3 - Culture: It makes reference (accidental or not) to several cultural forms that involve science fiction and futurism. I think that a well-developed game in this sense has a lot to contribute back to the culture. As well as being able to take advantage of this culture to find the niche (or target audience).

4 - Monetization: The game being polished (graphically, narratively, in terms of mechanics and sound), as well as having its content extended, has potential to sell to stores like itch.io (depending, even Steam). As the genre is well established, finding a difference becomes something really important in this case.