FoonLudum Dare ExplorerLD47 → Shifting Edge

Shifting Edge

By dafluffypotato

View on ldjam.com

CategoryRankScoreCount
Overall3413.3631
Fun5272.7130
Innovation4203.0530
Theme5962.4631
Graphics564.1532
Audio1763.4230
Mood2103.3930

Comments

gibss 2020-10-05 11:15

Great looking game. I love the isometric artstyle but it might be working against the game a bit: it was hard to estimate where you would land when you jumped.

dafluffypotato 2020-10-05 15:17

@gibss it's best to watch the shadow when you jump. Also, if your mouse is over a specific area (an island for example), you will go in that direction, so you don't need to estimate where you'll land aside from how far you'll jump.

nerdytopic 2020-10-06 02:58

This is one angry gardener. I really enjoy the art style here. I think the audio was sort of... out of place for me? It was "spookier" a vibe than I think the game needed. It wasn't distracting or too loud or anything though, so that's good.

seth-tal 2020-10-06 07:20

Beautiful game! I really like the art style, however, I do feel as though the presentation tends to impede on the gameplay at times. For example, the combination of the low-to-the-ground camera and animated tile "discovery" (referring to when tiles appear before you along an undiscovered path) tends to make navigation, especially around enemy encounters, very tedious. I found some of the earlier levels in particular hard to adjust to. I think moving the character with the mouse was an interesting choice excecated relatively well. I found it rather intuitive to control for the most part. The combat was fantastic. I really like how juicy all of the animations and art feel. Really impressive. Overall, fantastic game!

blubberquark 2020-10-06 13:44

I didn't realise what the problem with the controls was at first, but the sword shows where you walk, and the mouse cursor is not offset on the screen, so you can aim the mouse at solid ground and still walk right off a cliff!

dafluffypotato 2020-10-06 14:26

@blubberquark I'm not sure if this was what you were trying to point out, but I just noticed that I forgot to center the cursor image (it was just showing at the top left). It was about 5 pixels off in each direction. When I originally tested to make sure directional movement was correct, I wasn't using a custom cursor so it looked fine at the time. Anyways, I just patched the issue.

jag 2020-10-06 18:35

This was really great! I think for a compo you did a fantastic job. Personally as the player I found it a bit frustrating because the room for error is tiny and it makes it super easy to fall off. But I think with the time you had this was an ahcievement!

m-trigo 2020-10-06 18:47

Great visual and audio design. I love the isometric art style.

I also really enjoy games you can play just with the mouse and that's probably the reason I played your game for so long, even thought I sucked at it so hard :v:

I would love to have the platforming be more forgiving with wider platforms, coyote time and a little bit of snapping in favor of the player.

Great job overall!

suchista 2020-10-06 19:36

I like it, it looks and feels neat. The movement is sometimes frustrating (I falled off too many times, even without bullets), and it felt kinda weird at first that you couldn't jump over the obstacles. On the other hand killing the enemies is very satisfying :) Nice job!

idan-rooze 2020-10-06 20:24

Beautiful game, and I like the experimental input system of using only the mouse - you get more points from me solely for that! The game has a few unintuitive systems, like the fact that you cannot jump over low objects like the bushes even though it appears as though you can. Also, the first couple levels can be very frustrating, and I found that while you created an entire move set, I almost never use the spinning attack because everytime I did I ended up falling down. I think the level design didn't really help showcase your core mechanic, as it mostly made me fear using the tools you gave me. The art is to die for. Good luck!

kirstu 2020-10-06 21:57

Art was great and I quite liked the controls as well. I don't think I've ever seen an isometric platformer from a jam before. Loved the effects on attacks!

I wish the levels (especially at the start) had some more open space to ease players into it. Overall I really liked the general feel of the game, but was really put off by the fact that every jump needed to be pixel perfect due to most pathways being single-tile wide. Felt like I needed a breather between every tough jump, but was immediately faced with another one.

Would love to play a more action-focused version of this!

colinbellino 2020-10-08 10:31

I really love the iso art, it's not often we see it ! I liked the style and audio. <3

The mouse only inputs is a nice touch but in my case it made it difficult to move around precisely because of the small window i was stuck into (i couldn't go full screen on windows).

rainbows-are-fun 2020-10-10 03:56

Great art. The gameplay is very frustrating, but also really fun. Good job

capt-theo 2020-10-10 13:34

Lovely art, strikes right into heart. As for game, it's difficult, but feels like done right.

shortbread 2020-10-11 12:02

Awesome! The controls are quite sensitive and took a bit to get used to but after that it was good~ The art style was great, the effects were really cool (loved that jump attack) and the way the level "restarts" was quite unique and really connected to the theme. Only criticism is that the first couple of levels probably could have been easier, this would give new players a chance to learn without dying so much, but other than that great job! :thumbsup:

aljon 2020-10-11 15:56

Amazing man, I honestly think this could win, however the difficulty ruined it for me. I just keep walking right off a cliff. I mean come on man, 1 block wide walkways and bullet hell for level 2? don't you have a heart?

ddrkirbyisq 2020-10-16 23:51

Nice! Finished level 6, I felt like the difficulty of the levels themselves was more or less OK but I swear every time I tried to move my mouse diagonally I always ended up with a sharper angle than it should have been, somehow. I don't know if I'm just going crazy or if there's some visual/mechanical reason for that.

It seemed like constantly jumping was (counter-intuitively) actually much safer than walking, as it allowed you to avoid most bullets and spend the least time in contact with the floor. The spin attack felt OK while stationary but the spin-dash ended up being a major liability.

Some of the more frustrating deaths came while walking along a thin pathway and hitting a "corner" on the other end which then ended up pushing you off the path.

I feel like there are probably some quality-of-life tweaks that would make the experience better for people who aren't as coordinated, but I'm not quite sure what they are.

Anyways, great job!