FoonLudum Dare ExplorerLD46 → juxta.LINE

juxta.LINE

By fiakaiera

View on ldjam.com

CategoryRankScoreCount
Overall1393.8742
Fun1503.7941
Innovation1153.9242
Theme4983.7042
Graphics2463.8242
Audio2043.5842
Humor6262.5035
Mood2683.5341

Comments

thor-lucas 2020-04-20 03:28

Aw this game looks really interesting but I can't play it (macOS). What game engine are you on? Why don't you have licenses to export to a specific platform?

fiakaiera 2020-04-20 03:35

* @thor-lucas - This was made in GameMaker Studio 2. Even though you don't really need a license to export to macOS, I don't have access macOS to even export to that sadly. That's why I'm suggesting the export!

2020-04-20 04:34

It's a musical-movement-reaction game! I can't get past the first 15 or so seconds though-probably need to dash more...

slimabob 2020-04-20 04:48

Really cool game! I felt my OSU "target priority" reflexes kicking in after a while there. You did a great job with the audio, and I appreciate how the graphics sync up to the beat. I found that the game was pretty challenging but it was fun!

2020-04-20 05:10

What a nice game! It's hard, it's stressful, and it's addicted. Completed in less than an hour, though. Ludum Dare 46 juxta.LINE.PNG

ironygames 2020-04-20 05:43

Very cool concept. The inputs are easy but man is this game hard. Anyway, it's really satisfying and create a rhythm.

To most games like this, my feedback is please allow IJKL keys next time for lefties :)

thedashdude 2020-04-20 05:58

Never managed to beat it. My right/left for my mouse just aren't tuned right. All these first person games where to interact with the right item you use the left button... Too hard for me, but others seem to be getting it. Gameplay loop seems nice even if I didn't get it. Good presentation regardless.

fiakaiera 2020-04-20 06:38

* @ironygames - Thanks for giving this to light! I almost forgot you guys due to the rush... As such, I patched the game to allow that now for you and other left-handed people in the future! (along with a bug fix...) I love for my game to be as accessible as possible! (without adding to the game of course, that's bad and against the rules :c)

k4v0x 2020-04-20 08:55

The entire game seems to pulsate at the same beat, and the controls are really snappy. Its very tense, and its quite hard, not gonna lie. Couldnt even tell it was made in 24 hours. The entire project looks polished beyond a professional levels. Congrats for it!

freya-c 2020-04-20 14:14

I love the concept and design - it reminds me of typing games and similar. It's just.... too hard for me to get more than a few levels in! Might be nice to have a difficulty selection where easier difficulties create smaller sequences (having 4 dots spawn with LRRLRLR length is hard!).

dooskington 2020-04-20 15:53

Fun game, and fairly challenging.

chaseplays 2020-04-20 22:55

This is so good!!! Everything is so well-presented and the concept was super unique and well-executed! This is easily one of the best games I've played yet, and I'll be sure to follow you and keep up with whatever else you make. Incredible work!

watswat5 2020-04-20 23:00

This game is hard. Great, original concept and atmosphere.

dukes 2020-04-20 23:39

Realy cool, but the red patern are SOOOO hard and frustrating.

lawnchair-society 2020-04-21 00:18

This game is super addictive and hard. Very well done!!!

nekoruma 2020-04-21 01:42

great idea!! i liked this minimal graphics!!

seriouslycrunchy 2020-04-21 13:51

This game is pretty difficult but wow is it addictive and stressful in a fun way rushing for those buttons. Difficulty actually seemed quite well balanced for me, it took me maybe 7 goes to complete it!

One thing you could really use in future for this, if you chose to expand it, would be a colour blind mode.

Very nicely done for 48 hours, and a great little tutorial as well!

noeloskar 2020-04-21 17:45

Really good game, it was really hard, i liked it, but maybe you could add easy mode

fiakaiera 2020-04-21 23:03

* @freya-c , @noeloskar - Thanks for the feedback but I think I already adressed this before in the entry itself. I do wish to add a difficulty slider, but for jam reasons I would be disqualified if I did that because that would be a new function to the game compared to the minor accessibility stuff I was doing. * To add to that, the difficulty is programmed by the number of clicks you have to do in a 4-beat measure. It always equates to 7. * The predicted worst case is a 6/1. If you went to the 6 first, (the red ones) you can mitigate the damage as the 1 is just "chump damage". (same as mis-clicking once) Getting a 6/1 twice is actually quite rare. * The actual worst case is actually a 4/3 very far from each other. * I made it 7 cause I thought 6 is too easy already and a 6 appearing will be extremely rare, which is not my intention. * @seriouslycrunchy - I wish I do had time to add this as a guy who likes accessibility!! Sadly, unlike the button changes, I can't patch this one is cause it's a new function altogether. But yes, should I make a better version of this, I will consider this very much!! * While I was developing, changing the colors is a very good move. Back then it was just from "not bright at all" white to red, ignoring difficulty. The circles were added cause it was a better indicator of time and the colors are so much better to tell how each one is harder than just simple sprite differences. (Of course the cursor being a circle and the bugs diamonds) * There's other visual hints too, such as bugs being blue to red and the cursor having its ring always there and beating. The L and R indicators have different contrasts, too! * Well, based on predictions. You could still tell all of the stuff that's going on at least.

| Vision | Cursor | Bug | | ------------- | ------------- | | Normal | Green | Blue > Red | | Protanopia | Yellow | Blue > Gray | | Deuteranopia | Yellow | Blue > Yellow | | Tritanopia | Vibrant Blue | Blue > Red |

thewinrawr 2020-04-21 23:20

For a game made in 23 hours, this is super well polished. Graphics and audio are superb, and I really like that beat counter you have at the top. The gameplay itself is thrilling and addictive - definitely a great entry to this jam!

One piece of feedback I have is to make the penalty for misclicking harsher. I found that you could trivialize the game by just spamming the left and right mouse buttons, since you gain so much health back from clearing bugs. I'd take off more hp if you make a misclick to make the game a little more balanced.

Overall, amazing job on this!

joystikman 2020-04-22 18:36

Super fun but hard as hell 😅

kkrac 2020-04-22 20:35

The authentic mouse destroyer! :)

This is an example of why execution is more important than ideas.

Simple game, perfectly executed. Well done.

wizzardmaker 2020-04-23 09:35

Great game!

What a great concept. It looks nice, it sounds nice and it plays very nice. The controls are spot on. Didn't feel too hard but not to easy either, good balance over all! It could have used a bit more music, nothing to distracting, just a little something in the background, more than the beats.

:star:

holysparks 2020-04-23 22:27

Simple but polished to greatness! I could imagine a more complete version either including some sort of level creation or other variables to the levels (like adding the need to hold a keyboard button, or even holding left or mouse click instead of a single click, etc).

sand-gardeners 2020-04-24 13:37

wow this game is so hard! good job tho!

qyouk 2020-04-24 18:18

That was awesome! My favorite so far! It's simple but very well done, addictive and very unique! I managed to beat it but it was definitly very challenging! Loved it! Great work! <3

drachmor 2020-04-27 17:08

Woop, I beat it! Wow. The game is simple, but incredibly mechanically polished! The pairing of movement / frantic clicking was so tactically engaging that this instantly felt like it could be another "Osu!" type game. Very satisfying, with a lot of room for skill development.

As one critique to that end, I would say there is currently too little a penalty for being very reckless with your mouse inputs, as I found being twitchy and inaccurate was far more effective towards the end than making sure to enter the sequences perfectly each time.

The sound design works very well in service to the tactile feel, and the graphics (while simple) are well-suited to a kind of game that requires such immediate visual understanding.

There were some elements that weren't immediately very clear to me - the upper HUD elements for example - but I seemed to complete it fine without paying as much attention to them as maybe I should have... All in all, a very nice submission!

rodrigo-denubila 2020-04-28 12:46

Awesome! I really like this. Is so simple but at the same time exciting. Congratulations for doing this game!

remco 2020-05-03 21:04

Oof! I'm really bad at rockband style games, so it won't come as a surprise that this was _way_ to hard for me :sweat_smile:

It has a nice atmosphere, and I'm impressed with the tutorialization.

You put a lot of work into grading my game, so I feel bad for leaving you with one and a half paragraph, but this is really all I can make of it at the moment :sweat:

(I like the lefty-flip that you implemented ... I'm not actually left-handed, but I mouse with left most of the time anyway, so the IJKL controls where appreciated at least!)

fiakaiera 2020-05-05 18:44

* @holysparks - This is what I planned in the first place, actually! Sadly I have other projects to finish so this is sadly going in the back-burner for now. * @thewinrawr, @drachmor - Trust me, I've really considered about the harsher misclicks. I also considered my abilities and I would have agreed with you... but I always look at the game at large: the people playing, the time that people will be playing, and the fact that this is a compo entry in Ludum Dare, and that a lot of people will have to rate a bunch of games in it. So making the game easier would leave more people satisfied, at least. * In actual statistics, it's actually equal to missing a 1-click bug. Should I make this harsher, there will be less people completing this game at all, especially when faced with 6-click bugs. Worse actually if the 6-click bug has a very short timer on it. * Funnily enough, someone did try with an auto-clicker bot. They were not successful. Sadly they're not part of Ludum Dare and was only a mutual. * @remco - No worries! Having not much to say except good stuff is actually a pretty good thing! That means that your plans went through fruition and was executed wonderfully~! It makes me happy when very few mishaps happen when people try out the game I made. It means I'm doing a very good job taking what I learned in my entries before and what I do now.