step4 2020-04-21 07:14
nice Artwork and Sounds. But feels a bit slow and the Aspect Ratio was of for me so I could not finish it.
Foon → Ludum Dare Explorer → LD46 → Deadly Afterquest
By Tamanar and cybernetic
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 2165 | 3.02 | 24 | |
| Fun | 2267 | 2.68 | 24 | |
| Innovation | 1457 | 3.16 | 23 | |
| Theme | 1266 | 3.64 | 23 | |
| Graphics | 596 | 4.04 | 24 | |
| Audio | 1066 | 3.18 | 24 | |
| Humor | 1677 | 2.41 | 20 | |
| Mood | 1499 | 3.23 | 23 |
nice Artwork and Sounds. But feels a bit slow and the Aspect Ratio was of for me so I could not finish it.
Well the game does look really nice, the character itself is awesome, but I do not know if it was only me, but camera wasnt following character and the aspect ratio wasnt fitting so I could do more than the first jump and thats it... I also found it odd to move with QA... but that is more like a habit thing of using the common WASD EDIT: btw Music is AWESOME!!! great composition
Thank you for your comments. To be honest, it's the result of 1 week of tutorials learning, and we didn't do a proper build before this one. Our mistake... We did'nt see the aspect ratio problem coming...
Awesome pixel art! But the character movement feels so slow, but I think it is intentional
I think this really needs some more balancing and maybe a tutorial. It took me a while to figure out that the heart was loosing energy the whole time so I wasn't sure why I was dying. Also, even once I had figured that part out. By the time I'd figured out a plan for a room I was almost out of heart energy and sometimes the room would not reset, and dump me back to the title screen instead.
Perhaps consider only taking heart energy away when the player drops a move point or is damaged instead of having it drain constantly? I also felt the movement was a bit slow. Like the character was walking in molasses.
Good job on your game ! I loved the graphic style, the music and the feedback sounds, you nailed it ! I liked a lot your concept, it is a mix between platformer and puzzle, very clever !
However, I found that the jumps were too low, so it was too hard for me to be right on the edge of the other side, I fell a lot of times, it was kinda frustating. And to finish, when we die, we have to redo all the levels, I would have like to restart to the current level. But, anyway, nice work !
A little note on bugs, I had two issues which happened randomly, my character was in double, and I couldn't restart after my death, I had to refresh the web page.
I miss some kind of tutorial because it wasnt clear from start what I must to do (my game also miss tutorial, such shame :D). Anyway from my perspective I think that heart is too slow for some fast jucic platformer action. But art is great, and its fit in theme. Good job :)
And I got in first try this wierd bug after die: Screenshot 2020-04-21 at 22.12.09.png
I really liked the graphics and music! I think this is a super strong first (?) entry, especially since you had to learn new things from scratch this week.
Graphics are nice, concept is superb, but pace of the gameplay doesn`t work well with time limit.
I have to echo some of the above comments - the art and audio are really very nice but it does feel a little slow paced. My first play through I hit 'F' a few times (not sure if anything changed) and died immediately.
This is a really good foundation for a game, and very impressive seeing as you've tried new tools .. all I'd say is save a bit of time to play-test and polish if you can. Great work though! You should develop this further!
Thank you for your kind comments, we learn from all of you too.
I have the same comment as all comments above. For me the game will be great if you'll do something with pacing. Game feels more dynamic. However nice work!
I also experience some weird double-ghosts after death ))) The controls feels slow and unresponsive - need some optimization there.
But visuals are really cool - I like characters style and how elaborate the sprites and animations are.
Below are double ghosts flying in the air: Screen Shot 2020-04-23 at 12.16.42 PM.png
Hmmm, I don't know why this bug exists... @Tamanar Can you check ? Is it only after restart ?
I took a look at the code, 99% certain that the bug you are experiencing happens on reloads because you have called DontDestroyOnLoad on it, and the destroying code is not invoked reliably. You can fix this in your game by just removing the player from DontDestroyOnLoads, and add the player to every scene (create a prefab from it).
You shouldn't persist any objects if there's no state to carry over (like here isn't). when you keep your persisted state on single object (like game manager) and only persist that, you can just load the scenes without having to destroy anything and the scene will reflect the state properly always, regardless of the past. Also for the persisted singletons, you should add code that would destroy any other instances of it if they try to instantiate. This way you can add all of the necessary stuff to every scene (even the game manager) and start anywhere (helps with development). Keeping multiple objects alive throughout the scene loads you add unnecessary complexity and open yourself to loads of bugs when something goes wrong on the clean up (like here).
HMU if you need more help with this!
Also: Awesome graphics!
🤩🤩🤩 Thank you @sorko, I will check that
Awesome art but quite an hard game if you fail your move once you run out of time in third room :p. Nice job !
Love the music and the graphics
All good in your art department, but I must have a few words with the programmer:
- pressing "R" twice in the text intro screen duplicates the character - standing on the right side of the screen and rapidly pressing the up and down arrows makes you fly
That's how much I managed to break it: deadlyafterquestbugs.png
Things that annoyed me a little:
- The text pops up every time and it makes it needlessly longer to restart. - Character moves too sluggish. It really takes away from the enjoyment. I guess you wanted to make him heavy like a moving fortress, but it feels more like a mountain of gello. More responsive controls and maybe some dust on every step would help. I myself haven't figured out how to make platformer controls that feel good. I'll invite you to the “platformer controls taskforce” :tm: , whenever I come around to actually makeing it.
Edit: Looks like the character in the tutorial you used is the source of these weighty controls, sorry if I was too harsh with my words.
@voidsay You don't have to be sorry. It was our first Unity game and we have made some beginners mistakes as you mentionned because we are. Thanks to you, we know clearly what to learn and study for our next projects. So thank you for your harsh words 😘
@cybernetic I have been thinking about controls yesterday and decided to create that taskforce I threatened. If you guis are interested you might want to check it out. https://github.com/Voidsay/Platformer-Controls-Taskforce I couldn't figure out the basics of 2d, so I would appreciate it if you guis could spare some time to create a basic example.
Interesting concept but I've noticed bugs like others and the character is a way to heavy in this physics