anshul-k 2020-10-05 20:19
Visuals are cool!
Foon → Ludum Dare Explorer → LD47 → Third Time's the Charm
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1179 | 3.23 | 56 | |
| Fun | 1127 | 3.05 | 56 | |
| Innovation | 1460 | 2.60 | 54 | |
| Theme | 1376 | 2.92 | 56 | |
| Graphics | 1 | |||
| Audio | 1 | |||
| Humor | 864 | 2.61 | 54 | |
| Mood | 963 | 3.24 | 54 |
Visuals are cool!
Didn't downloaded the game, but from pictures it's cool
It looks great, but i think using assets is not Ludum Dare style
At a glance this looks really impressive, and the obstacle course is admittedly fun, but this just being primarily an asset flip is really a bummer and not really in the spirit of the jam.
@sindri We didn't mean to stomp on the spirit of the jam with our game. I can understand how upsetting it can be to see someone use pre-made AAA quality assets to beautify their game when you worked so hard to make assets of your own. We are two aspiring game developers, who specialize in coding. Our aim with this project was to flex our inner game designer/programmer while attempting to handle enormous & complex assets. While all the assets we used come with animations and particle effects, implementing them was no small task at all. Everything you see in the game that is interactable was our own design (eg. The exploding tiles, the moving platforms, the swinging traps, the checkpoints). Logic such as revival checkpoints, voice over prompts (detecting when the player is falling, jumping, attacking, on his 2nd or 3rd round), sound staging, level transitions, attack hitboxes (these do not come with the assets), and more, are all our own hard work. Do take into account that we are using an engine with a notoriously steep learning curve.
To say that this is nothing more than an “asset flip” implies we took other peoples work and just changed a few numbers here and there and called it a day. There was no intention of being judged based on graphics and sound, we opted out of the graphics and sound categories and credited appropriately. What we wish to be judged on are things like: does the game feel stable, do all the objects behave and feel professionally done, was it frustrating or rewarding, did you like our idea, did you enjoy our interpretation of the theme, and finally did you have fun? Sorry for the long essay, but we worked nonstop for the 72 hours to make this game happen and I feel the need to defend our hard work. This was our first game jam and we’re newcomers to game development. In the future we would love to work with 3D modellers and create our own assets!
It looks beautiful. I won't get into the controversy, if there's one. Just my feedback, maybe lower the blur when you move or give the option to remove it, and pin point a bit more where to go. Beside that, a very good game.
Like many 3D platformers I sucked at this one, but it seemed pretty legit, and it seems like with 72 more hours it could feel darn well marketable. I'm new to hobby game development--these games are generally way beyond me--so I can't speak to the question of whether or not it's in the spirit of the jam, but for the same reason, if I'd gotten that criticism I'd lean toward taking it seriously. Personally though, I take it in good faith, for what that's worth!
I didn't download or play it (and therefore didn't rate it, 1.1G is more than I want to download) but nothing here is against the spirit of the Jam nor is it against the rules. They not that they use outside assets where they use them and the opted out of the proper categories. There is no prize for best game so arguably the goal is to have fun and learn while making a game. If this were a compo entry it would be an issue
Definitely the best looking game I've seen so far this Jam! I definitely like the cool touches like voice lines playing when the character falls of the map and comes back - it was a smidge too difficult for me but that could just be down to my inexperience with 3d platformers. Great job!
@binaryprinciple thanks for playing! that's actually super helpful, did you mean motion blur? I'll definitely open up more graphics options next time.
@sparrow-lynn @zagganoth thanks for playing! I think its definitely an issue if so many people are unable to finish the game. Could you tell me a bit more about the areas you felt you were struggling with?
@jag - Since it looks like I can't directly reply in this layout, hopefully this gets your way:
The essay was super fine, honestly! The extra context really changes this situation up - sorry if I misinterpreted anything in the initial game notes provided (if not, just to help others not make my mistake, it may be worth writing that info up in the main post) - I can absolutely appreciate flexing the code angle, and given the fun no prizes situation and all that, I'm more than willing to roll back my earlier post! The way the base post read made it seem like this was just pre-made stuff put together *including* the code, but if all of the actual functionality was base made, then that changes stuff entirely! Thanks a ton for the clarification here, and I hope I didn't leave a bad taste in your mouth at all!
@jag I think my only suggestion in that vein would have been to make checkpoints a little bit more common - I kept getting to the swinging hammer things and losing, and considering the jumps right before were a little tricky I had a hard time crossing that part.
@sindri No hard feelings at all! I should have made it clear in the game description, I'll make sure in future game jams haha. Thanks for playing!
@zagganoth Thanks for the suggestion, I'll tweak things to make it easier in the future. I think another issue a lot of people seem to have is that they feel the jumps are too floaty. We thought we were making things easier by making the airtime longer but I think its actually made it harder for everyone.
I found this pretty fun once I understood the premise and had the map memorized, but there were a few things that made this game difficult to get into.
1) Enemies are too hard to see. Even in the tutorial I didn't see them at first because the models are so small and dark. A chunkier model would fix that as well as make their large hitboxes more intuitive.
2) Moving platform section was confusing. Having to turn 180 degrees so many times makes it almost impossible to complete that part without dying a few times and memorizing the pattern.
3) Exploding tile mechanic was unreliable. Sometimes a tile would detonate under my feet if I stood in the wrong place or landed oddly. It wasn't super common but it ended several runs.
I think the main game here has little to do with the assets used, so I don't have any issues there. I do think it might have looked better if even just simple shapes like boxes and cylinders were used. They can go a long way despite their simplicity. I can respect just focusing on the gameplay though. Overall a cool idea. Definitely challenging enough!
really good game and realisations, nice assets)
this is dark souls of ludum dare 47
Visuals and audio are on point! This game has great potential! Good work!
Had some good fun with this game!
THE GOOD: - The running feels smooth - Challenging!
THE BAD: - Wish the bats moved a bit - The jumping can be improved. The longer you hold spacebar, the higher you jump, and on release you start falling back down. (Mechanic used in a lot of games like this)
SIDE NOTES: - This is a Game Jam entry, not a COMPO entry. Therefore using pre-made assets are perfectly fine as long as it's not an asset flip. - As a programmer, I can tell that a lot of work went into putting everything together. - Games are deeper than just their sounds and visuals. - They did opt out of Graphics and Audio, so this is a very fair entry. - IMPORTANT: @jag, I would list all the Assets used in your entry to be transparent with everyone voting on your game.
I don't mind that you guys used third party assets at all. I understand that you put all your efforts on programming and it's totally valid. I agree and repeat all that james-joubert says: the game overall in smooth, just the jump felt a bit weird, It's a Matrix kind of jump hehe, and I found weird that the monsters won't move at all.
Anyway, keep up with your nice work!
Right off the bat I want to say that the game *feels* smooth to play. I think the character controller is pretty solid, although I wish more work was put into visual feedback (i.e. the jump animation is wonky but hey, third party assets so no biggy). I'm not sure what issue people have with the way the jump feels. I mean its pretty basic but it gets the job done and is still fun to use. The biggest issues I have with this game involve enemy design. That being I don't think there is much in the way of design here. I mean initially they are just static objects and it would have made more sense to use textured cubes at that point. That aside I think the package as a whole is put together well enough to get a decent rating. I think next time I would put more technical focus on how to flesh out the basic mechanics you have set up rather than putting together a whole package, with menu, options, etc. The platforming was fun, and that was the meat of the game for me. Finally, as a side note, maybe tone down the post processing a tad as the anti aliasing went a little overboard, and an option to remove motion blur would be fantastic. Overall nice work, I think this is a very competently made jam entry and I wish you all the best.
This was quite fun once I got into it. I found the disjoint between the game jam quality gameplay with the more polished assets a bit distracting and left me feeling like the character movement during jumps and attacks was a bit off the mark. I think this is probably because the assets set my expectations a bit too high though. Still it was pretty fun trying and failing to jump my way through all the platforms! Good job
Really fun and obviously very good looking game. I found the enemies hard to see at times but nothing I couldn't get over. Your gameplay and general game design was enjoyable good job.
Also because it seems necessary based on the state of these comments my thoughts on the pre-made assets are that you are a Jam game not a Compo game and you opt'ed out of getting rated on graphics so who cares!
Incredible graphics! The sound is very good too, and the gameplay is really cool.
This is an awesome entry. You can really see how much work went into the programming of this game. Movement is very smooth, the voice acting fits with the character and the parkour was fun!
I liked your game my congratulations, I also did one if you want to know, and give me your feedback I am very grateful, this is the link https://ldjam.com/events/ludum-dare/47/resurrection
visuals graphics and effects is very cool! you are a great profesionals! but the game don't working on my pc windows 7((
@marinee Is your Windows 7 32-bit or 64-bit? What kind of error are you getting?
I had a lot of fun with this game - I kept coming back to it even though I kept dying (I am not very good at platformers!).
From a design standpoint, I did find the floating platforms to be a little out of place in the realistic looking environment - perhaps if they had temple walls or something surrounding them. Also, the bats looked a bit strange hovering in place - it may be better if they moved around, or otherwise replaced with something else (the classic spike?).
Also, the jump felt bit like moon gravity was on - admitedly fun, but not really keeping with the environment. I found something a little off about the camera as well - I thought it may have been too low, although reading the other comments it may have just been too much motion blur.
Despite all that, I really did enjoy my time with the game so great job!
Too punishing and way too difficult! One time would have been plenty! :stuck_out_tongue: It's a little bit hard to evaluate your game without knowing where your work ends and premade assets begin. But overall it came together for a very nice game. The first time I fell out of the level I laughed at loud when my character said "goodbye." If the bats moved and you didn't make the player survive three consecutive runs it would have been perfect. Good job!
@codertrevor thanks for playing! Sorry if it was frustrating, we're both big dark souls fans so our idea of difficulty is heavily skewed :sweat_smile:. I think that the problem with using assets is that it muddies up what is actually your own work versus someone elses, especially in unreal engine. On one hand, we don't deserve credit for the main level layout as that was just a demo map available on the marketplace, but then on the other hand, we put together the little alcove you see in the main menu by staging some of the models from the demo map. We didn't make the 3D models for the exploding tiles, but then we are the ones who resized it, fit it together, programmed it, made it change color and sink into the ground, and added an explosion effect for when it disappears. I could list out in detail what is and isn't our work, but essentially every cause and effect relationship in this game is our own. So while the voice lines are part of the assets, hearing them when you die, always with a different line each time, or hearing them at different points throughout, is entirely our own design.
The main reason we used assets in the first place was so that we could focus on the programming and pretend as if we had 3D modellers and level designers on our team. While we could have just used a bunch of blocks and spheres instead and call the whole thing our own, I think we really wanted to focus on programming and game design for the 72 hours while also giving you, the player, something pretty to look at. It also gave us so much experience working with AAA assets too, which was such a challenge (We actually had to worry about performance problems part way through). So yeah as long as you had a good time, and you feel this game isnt an unplayable mess, we would take that as an absolute win!
The best game i played on ld47 so far. Thank you!
Looks beautiful!!