extar 2020-10-05 17:13
Couldn't play the game unfortunately. I got the following error: 'Error: Couldn't load project data at path ",". Is the .pck file missing?' :(
Foon → Ludum Dare Explorer → LD47 → Trials of the Twisted Timber Land
By enad96 and Dingledorf
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 932 | 3.40 | 45 | |
| Fun | 1003 | 3.17 | 44 | |
| Innovation | 1376 | 2.74 | 45 | |
| Theme | 1251 | 3.12 | 45 | |
| Graphics | 829 | 3.52 | 46 | |
| Audio | 380 | 3.66 | 45 | |
| Mood | 525 | 3.64 | 44 |
Couldn't play the game unfortunately. I got the following error: 'Error: Couldn't load project data at path ",". Is the .pck file missing?' :(
An impressively complex and complete game, even for the jam, so good job there. I do have a few complaints, though. It would be nice if enemies got knocked back by the sword, so I don't have to constantly back pedal to avoid getting hit. Also, enemies just didn't do any damage until a few minutes into the game, was that intentional? Also the getting hit sound effect doesn't fit very well. On the other hand, the animation was great, and I was surprised by the dynamically changing music, so nice work overall.
@extar it seems you have to download the source zip, then run the exe in the directory of the source. The exe can't run on its own.
Music starts simple, but turns out lovely towards the end. Animations are nice. Slime enemies may appear outside of the walls. Took me a while to figure out what to do, but hey, it's a puzzle after all.
@extar Same problem here, on Windows.
@fronwewq and @extar Sorry about that, make sure to download both the .exe and the .pck into the same folder, then run the .exe. I have updated the description to include this.
That worked! And I'm glad it did! Games like this are why there's a mood category. The aesthetic, pacing, and most importantly the soundtrack combined wonderfully, really made me feel like I was exploring some long-lost woods. I agree that combat was a little rudimentary, but I still had a good time exploring the large world. Absolutely loved the music, including the progression towards a (lute?) solo, very fitting. Last shout out to the animation, the walking-upwards with the cape swaying look fantastic. Nicely done!
Interesting game which fits the theme! It controls rather well, however the fights are quite hard, indeed, the enemy don't knockback when getting hit, so I got a hit/dead a lot of times. Otherwise, good job for your work!
Good game with the huge world and great puzzles. Found some bugs. Getting the torch and dying allows you to have it from the beginning. But I didn't understand how to change items, button E didn't work. Wanted to get sword back but the only solution was to restart the game.
The music and graphocs fitted well and it all felt very sombre and lost :) When I got the firebroom, i didnt get it, bc i searched for something to burn and attacks were weaker then with the sword. Maybe you should add a spider net right next to the torch, to make it clear what it does and the player can try it out freely.
@cookienoir Hey, I'm glad you liked the world. The sword is not an item and can be used with space not F. Sorry about the confusion.
@ancient-pixel That's a great idea! If the team decides to continue work on the game post jam that's the first thing we will do.
I love the audio design on this one, relaxing music and "homemade" sfx :smile: I was able to get past the spiderweb using the item, then some sort of boss monster appeared and killed me instantly. After that I still had the item thingy even though it wasn't displayed in the HUD. I was able to get to the boss a second time but he didn't do any damage this time but I still wasn't able to defeat him. Is there any way to beat the game? Otherwise great entry, I can also see how it fits the theme :wink:
@simon-parzer Hi Simon, glad you liked the music. Without spoiling anything I will give you a hint, perhaps this boss isn't supposed to be defeated but you do something else with them? I wanted to make it so you kept your items on death but there may be a UI bug that doesn't show the torch until you cycle items.
Cool game, visuals and style is pretty good, the sound made with your mouth made me smile and the music is lovely. Combat is a bit janky, with enemies not always being pushed back by your sword. I quit a first time after meeting the moving statue the first time, because I could not beat it and sometimes it was not even killing me but dozens of sword slashes would do it nothing. But I started the game again and tried a "puzzle" approche and I'm glad I did because the next puzzles are nice and some surprises are well done (the status appearing behind you in the repeating corridor ^^) So the game is cool and it was a pleasant journey, thank you for making the game!
Pretty decent entry. I felt like the hitbox situation with the sword and the enemies was a little difficult to feel out. Reminded me of some of my favorite SNES RPGs, so the nostalgia factor was great!
The slimes were somewhat unnecessary, but I suppose their purpose was to mislead the player into thinking they can kill the statues? Though it doesn't matter much, the health UI was unintuitive, because in video game language yellow means that you are at half health for that bar, but I suppose that was also done to subvert video game logic? :smile: There's also a sequence break in the game (for dev purposes I assume), you don't actually need to get a torch, because you already start out with one.
My favourite moment in the game was right before then end, where I took the left looping path and reached the activation plate. I thought, "Huh, where am I gonna get a statue for this from." And then when I try to walk back, a statue is blocking my path. So overall I liked it. Mood and music were cool and the art and was refreshingly unique.
Interesting puzzles and good art. I love the way the cape moves. Well done
Good art, great music, a nice little complete game. The combat with the slimes was a little bit finicky and a drag though, I think I agree with the above that they're maybe unnecessary for what's mainly an exploration/puzzle game? I think if you have time to develop the game more, you could develop the combat more, or go the other direction and cut it back to give the other areas more focus.
First, I tried to kill the stone head. But I noticed how to stop them. And unlocked all puzzle.
Character sprite is good. Music is great! but I don't like sound effect.
Good game with interesting puzzles. Good work with the progressive music and art style which remind me of SNES era RPGs.
Some knockback would've been nice when hitting enemies, and the long horizontal hallway made me bit nauseous.
[We beat this one on stream last night!](https://www.twitch.tv/videos/766889390?t=02h31m58s) (Excuse the random tangents and questionable discussions, we are far from a professional group here :stuck_out_tongue: )
This one felt very nostalgic for some reason. I'm a fan of these top-down action games, and this one fit right into that wheelhouse! I think the hitboxes are a little wonky, but it wasn't anything detrimental. I also liked how the music would layer onto itself the further you progress, that was a nice touch!
Took me a while to realize that the stone head is not a boss fight, very clever of you! :) Also I noticed that the torch is still in your inventory after you die and respawn. The key is not however, so I had to walk for it everytime I died because of that weird spawn of slimes that spawned basically on your position and almost immidiatelly hit you four times behind the lock. I think that spawning enemies out of nowhere in the visible area feels very unfair, especially when you spawn them very, very close to character. Combat mechanics aren't very deep so I guess you had to raise stakes somehow, but still this feels unfair. I also kind of expected that I could use the torch to fight slimes as well, like the fire damage kills them faster or something. That would actually deepen the combat mechanics a lot without much effort, just with different coloured stone slime immune to fire damage or something like that :)
Music felt a bit not as strong, and the player getting hit sfx is way too much for my liking, but it gets the job done.
Otherwise it's an awesome game, very robust, lots of content for a jam game, nice artstyle, everything worked bugless it seems, controls feel good. Very solid work! I would definitely play more if there was more to it! :)
EDIT: I forgot about the destroyable grass with lives in it - that was a great touch that I liked very much!
It's a nice game. But it's a little difficult to attack the enemy.
Love the sound effects hahaha
Nice and like mentioned above, quite complex game done for a jam. I didn't understand was I getting damage or not until the big stone head suddenly killed me. I think there's something wrong with the life meter. I also collected hearts that didn't seem to do anything?
The music is quite nice, but the sounds were not really for me :smile:
Nice work! The long "pipe" in the level could've used some variation, it was so long I started to feel like I'm in a prank :smile:
I liked the sound effects very much !
The battles are unclear, you do not see your life points, nor the enemies life points, and you do not realize when you hit and when you are hit.
The game has a little "Legend of Zelda" feeling.
This is a really cute game with an interesting concept, although I couldn't finish it due to the stone strength, but it was really fun! The art style is really nice and I laughed again and again to the sound effects.
Keep it up!
Really liked the art and the music was super pleasant, though I had some trouble figuring out what to do next at some points. :sweat_smile: