reddarkwh 2020-04-21 03:19
Super meat boy with egg damage! Simple and effective. gg
Foon → Ludum Dare Explorer → LD46 → Don't Drop The Egg!
By rk3omega
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 315 | 3.91 | 26 | |
| Fun | 120 | 4.04 | 26 | |
| Innovation | 1457 | 3.16 | 26 | |
| Theme | 1164 | 3.68 | 26 | |
| Graphics | 647 | 4.00 | 26 | |
| Humor | 935 | 3.10 | 26 | |
| Mood | 982 | 3.50 | 26 |
Super meat boy with egg damage! Simple and effective. gg
This game is great and definitely deserves more attention, the levels are well made and the mechanics are very fun. The controls are great, the difficulty is perfect, and this game kept me playing until the end, if this game had more levels, I would definitely be playing those too. Great job.
The controls feel great, and I like the fox character's design. The fourth level made me realize that you can lose from falling too high, which I guess I didn't realize in the earlier levels, so that was a good way of showing it.
@reddarkwh Super Meat Boy is a big inspiration for my platformers. :)
@nanoarch Thank you! Good to hear about the difficulty. I was worried I had made the levels too difficult. Still concerned, but I feel much better about it now. :)
@svntax Thank you. It was going to be the third level (first level jumping basics, 2nd level wall jumping, then teach the egg mechanic), but while watching it get testplayed, my tester didn't realize variable jumping was a thing, which caused them to die a lot. So I added the now 3rd level to try and get the player used to variable jumping. Which glad I did, I quite liked the 3rd level. :D
Very fun and challenging game! I enjoyed it until the last level. I like the cute character design and the pretty colors. What I didn't like was how the camera works. I don't know, it just doesn't feel right with this kind of game, very stiff when jumping. Anyway it was much fun and I would definitely keep playing if there were more levels!
Well Done GE! This game feels really good! The concept is simple but it works well. One thing though, it would probably a good idea to make it so that you can see when you're at a dangerous height, so I would know if I need to do some maneuvering to stay safe or if i'm safe.
Hey! I know you! You're that guy I "didn't" bother on discord while nagging about the state of transmogrify :D Aside from my awful humour I hope I can provide some valuable feedback. I'll start with the stuff that I didn't like so much:
I really hate falling damage. This is not an offense to you, because a game can be amazing but for some reason falling damage can ruin a lot for me. Keep in mind that this is just my opinion and others might love it. In fact, as I'm writing this I think it might this might not be good feedback after all.
I didn't like the force fields that pushed you in the air, at least I didn't like them combined with falling damage. I got annoyed when I cleared all the spikes with an insane jump only to realize my legs were weak and I died.
That's pretty much everything I didn't like, but it's because I just hate the fall damage mechanic in general which is completely my own problem.
Now open a good ol motherclucking bottle of champagne because here comes the good stuff you should celebrate:
I really like the polish on the jumps. I've played super meat boy for 5 hours if steam isn't lying to me and the controls feel very much alike. The fact that you kind of jump and slide along the wall if your take of is near a wall feels very smooth. The height difference adds complexity to the platforming and I could go on about the polish you've added to the platformer controller but you know what you made so I'lll just say the controls feel awesome.
I also liked the level design and how you introduced the mechanics. Even though I'm not a fan of fall damage, the fact that you had to slide of walls to reduce your speed to the ground and thus not have to deal with fall damage was introduced in a very intuitive way. That along with some other levels made me like the level design a lot.
I'm a big fan of the pixelart. The animations were nice, The tileset for the ground was well made and the mountains in the background didn't pull my eyes away from the player but it was pleasant on a subconcious level or just if I was in an idle position looking at the game.
The music rocks. The chiptune tracks didn't get annoying and that's special because most chiptune trcks I've heard hurt my ears after playing for a while. It really added a lot of value to this game.
Overall I think you've made an amazing game and I'm very impressed by the fact that you've pulled this of in such a short amount of time. I really like playing the game and would consider it in the top 100 of all platformers on itch.io. This game really feels like a finished game already aside from some polish like particle effects (although I didn't miss them while playing). Great job!
Edit: Just saw you held an egg which is very cool and perfectly alligned with the theme. It also is a good explanation for the fall damage although purely gameplay wise I still don't like it. Amazing game!
@marrero171 I didn't even think about the camera. I should've at least implemented a bit of stabilization, thank you!
@barwani That's a really good suggestion. I could play an animation if you're falling too fast. I'll make a note of that, thank you!
@plantleaf You honestly didn't bother me. :D Mentions are nice because they make you feel like people know you. It's kinda nice when I get mentioned outside of my own server. :) Thank you for the in depth feedback! It's funny. I'm a little ashamed to admit how long it took me to realize that I just made a platformer with fall damage. (Somewhere within the last 9 hours) But I think it's interesting how such a simple concept has a large impact on how the game is played. :) I'm curious to see what others think of the wind, lmao. Even when making them I was like "People are either going to be meh about these, or they're gonna hate them" and I'm leaning more towards hate. :D
I really liked this game! It was really hard for me, but thats the point of this kind of games. The pixel art was great, and the music was very catchy, although just a bit repetitive. Perhaps i'm horrible player, but i found it a bit hard to control the height of the jump by releasing the space button. I felt like always i jumped too high. The wall slide and wall jumps felt perfect imho. I liked how the air pushing you up felt. It was very clean and intuitive. Great game! Really good job.
@azagaya Interesting, I'll take a look at the jump height. The jump doesn't cancel out immediately, there's a bit of release to it because I'm personally not a fan of the instant release where it seems like you hit your head as soon as you release the jump. So I'm curious to see what others think. I could try reducing how much of a release there is. Thank you for playing and giving feedback!
I must admit that I'm not a fan of these kind of precision platformers, but still had fun with this. The music and graphics are just super. The jumping is satisfying as well, too bad I don't really have a "play area" like in the Mario games. In a nutshell: jumping good, always dying from the spikes bad. :smile:
very fun game! sweet and simple, love that youve implemented both falling damage to the egg and spike damage to the fox, previous similar games ive seen here only had one or the other. keep it up!
Cool game! Really adorable.
Strong game! I usually find wall jumping mechanics in games to be very finicky and hard to master but this one was pretty easy to grasp and use so kudos to you! I agree with some of the above comments that the falling damage was frustrating really just because it was unclear to me exactly at what height and speed I would lose because of it. But your artwork is great and the color pallet for the whole game is really cool!
Adding the "don't drop too much" twist normal platformer mechanics really turns this into a unique experience. Also good looking art!
very frustrating, very AWESOME :D, cant help myself, very good mini game.
Extremly nice thight controlls, loved it!
Like the graphics and the mood so much! It’s kind of hardcore for me because of the falling damage.
Cute tiny game. The fall damage was a fun way to spin the theme. The controls don't feel quite as tight as I'd normally prefer in a platformer, specifically with the interactions with wall sliding having seemingly no velocity cap(?) and jump velocity given how high you jump, but it's unreasonable to dedicate that much time to tuning the controls right from the start. The upside to it is that it made abusing the wall jump velocity very fun, to circumvent the fall damage by grabbing on just the right walls.
@rainbowism Thanks for the feedback! You're saying you think wall sliding is too fast while pressing down? I could reduce that. There is a cap, it's just under the velocity that causes fall damage (5.5 tile height for fall damage, the cap being the equivalent of a 5.45 tile drop, approx 22.6 tiles per second) I just chose that value to prevent the player from sliding too fast and dying when they hit the ground which I found to be frustrating. Didn't really consider how fast it was for the player, so thanks for the feedback. :)
@rk3omega Ah, yeah you just accelerate to that speed cap so quickly that I didn't notice then. It's nice that it was fast but it definitely made for a tight window on any wall jumps you wanted to make going down longer walls. It wasn't too much of an issue on the short walls.
I personally found the fall damage a little too punishing to be an enjoyable twist. During the third level, which took me a couple tries, I kept thinking it was a bug, since it's enough to go just a tad bit higher than the character's jump height for it to trigger.
Especially in the level with the wind, it felt like the two mechanics are working against each other. The fun part about the wind for me is that it can catapult you fast and high, but the fall damage won't let you use it that way.
Other than that, the overall package feels polished, with solid controls and visuals. Take my criticism with a grain of salt, as I'm generally not the biggest fan of precision platformers, nor am I very good at them. :sweat_smile: :v:
Tough but fair - mostly; I think the physics on the air currents are a bit too unpredictable. The quick restart kept me trying though! Great fun altogether, with tight controls and lovely art and music.
I love this game! It has different platformer mechanics implemented. Controls are great! It's like Super Meat Boy. Challenging and enjoyable!