FoonLudum Dare ExplorerLD47 → [LD47] Falling Asleep

[LD47] Falling Asleep

By james-joubert

View on ldjam.com

CategoryRankScoreCount
Overall4993.0436
Fun5612.5235
Innovation3863.1235
Theme2153.8036
Graphics4842.9035
Audio1203.6036
Humor3382.3934
Mood1803.4634

Comments

sirred 2020-10-05 06:27

Really enjoyed the voice acting. I think with the tutorial it should say click and hold since I was confused for a second on why I was not grabbing the items.

james-joubert 2020-10-05 06:32

Thank you for playing @sirred. You have a very good point there. I will make a note of that. :smile:

seskon 2020-10-05 07:01

I liked the idea, especialy the voice acting and that you had a tutorial

- after tutorial all text was gone tho :(

- some items did not seem to combine, not sure if that is the intention

(played the html version)

gilad-bar-ilan 2020-10-05 07:05

Great idea! Nice creativity thinking and great painting skills!

benbennett 2020-10-05 07:09

I played the web version and I wasn't able to combine two of the items on level 1. Not sure if intentional, but I couldn't figure out how to progress.

The audio was great!

james-joubert 2020-10-05 07:19

@benbennett @seskon I should've made it more clear. Items have to be combined in a specific order. (For the player to figure out.)

SPOILER: - Pillow & Blanket = Bedding - BedBase & Mattress = UnmadeBed - Bedding & UnmadeBed = MadeBed - Move the MadeBed onto Bobby = Saving Bobby

james-joubert 2020-10-05 07:20

@gilad-bar-ilan Thank you for playing.

tayfun 2020-10-05 09:56

after tutorial texts are gone. Very relaxing music.

2.png

namidasai 2020-10-05 10:01

So much effort spent on the polishing, wow! Tutorial, options, loading screen, transitions, voice acting, intro cutscene... Damn you went all in, good job! I wished a little bit more thought would have gone in the gameplay itself. Simple mechanics are okay, but I beat the game on the first run even though I thought I was doing really bad. Would have been good to see the final result of a combination, coz I was just picking at random. Didn't really vibe with me, but again, really impressed with the level of polish on the UX!

shashwat 2020-10-05 11:24

I'm finding it hard to play this game on a touchpad. Is it possible to play on one?

james-joubert 2020-10-05 11:29

@tayfun I will have to look into this, I have no idea why this would happen. What platform/browser did you encounter this on?

@namidasai Thank you for the feedback. I wanted to polish what I had first, unfortunately I had a few bugs and it took all my time to fix those. The plan was to have at least three missions with different puzzles.

@shashwat Unfortunately I didn't cater for touch screens, as the game requires the Left and Right mouse buttons to be held down at the same time and then the Spacebar to be pressed.

james-joubert 2020-10-05 11:40

The TEXT is disappearing after the tutorial scene for some reason. This happens on Chrome and Edge, but does not happen on Firefox.

It seems like there's an issue with Unity's TextMeshPro. I will look into this now.

obi-one 2020-10-05 11:46

I like the idea of the game! However the rules should be more clear. The atmosphere is great also!

james-joubert 2020-10-05 11:51

@obi-one Thank you for your feedback. I will work on making instructions clearer. :smile:

james-joubert 2020-10-05 12:00

@seskon @tayfun

The disappearing text issues has been resolved. I deleted my build folder and ran a fresh build. There must have been some old reference in there somewhere. P.S. No code changes were made.

zimny11 2020-10-05 13:08

I got "Your browser does not support any of the required graphics API for this content." message on itch.io. Anyone know how to fix that? I'm on Google Chrome.

james-joubert 2020-10-05 13:13

@zimny11

What version of Chrome are you running? I'm running the itch.io browser games fine on Chrome Version 85.0.4183.121 (Official Build) (64-bit)

zimny11 2020-10-05 13:20

85.0.4183.121 (Official Build) (64-bit), so the same version :/

thecakeconsortium 2020-10-05 13:22

The core game-play seems quite solid, although I can't figure out how to combine different objects to win. I think I encountered a bug where the guy keeps falling endlessly and I got less than -100 mental health. The presentation is pretty good though, really nice transition and cut-scenes. Good music too.

Also, programmer art is best art. XD

james-joubert 2020-10-05 13:27

@zimny11 Odd, I will Google around to see if I can find something that will help you.

Thanks for the feedback @thecakeconsortium. I have no idea how it's even possible to go to -100 without the game ending. :laughing: It's a bit of an abstract puzzle that you need to figure out which objects to combine, until you're left with only one.

danielcmcg 2020-10-05 13:47

The whole game seems pretty solid for the amount of work time. Really liked the tutorial, transitions, all the things that wrap the gameplay. I couldn't combining the second couple of things though, and also got negative mental health without ending the game, so I think I really got stucked in that loop.

fussenkuh 2020-10-05 14:12

Interesting concept and nice intro. Unfortunately, like some other people have reported, I couldn't get the 3 items on stage one to combine. The mattress and bed frame combined, but then just disappeared. I then had Bobby, a sheet and different(?) mattress falling. The sheet and mattress wouldn't combine and I could do nothing to save Bobby. Also, Bobby had over -100 mental health, so I think I must have gotten the game into some sort of broken state.

Also, I just have to say, while sad to hear over and over again, I appreciated Bobby falling scream. Nice work.

james-joubert 2020-10-05 14:22

@danielcmcg @fussenkuh

I will have a look into the -100 health issue and the missing item. The game should start with four items: Pillow, blanket, mattress and BedBase.

james-joubert 2020-10-05 14:25

@danielcmcg @fussenkuh

I think I found the issue. The game doesn't seem to scale with different resolutions. So if the resolution is running in something less that 1920 x 1080 the "Pillow" is off screen.

I will do a bug fix on this quick.

james-joubert 2020-10-05 15:06

@danielcmcg @fussenkuh @thecakeconsortium @seskon @tayfun

BUG UPDATE: - FIXED: Text disappearing during Tutorial - FIXED: Falling Objects loading outside of game view (All objects should be able to combine now) - FIXED: -100 Mental Health Bug (Funny enough it was caused by an infinite loop)

dadiaogames 2020-10-05 15:44

Good submission that fits the theme well!

barney25052 2020-10-05 18:07

The game seemed fun but even after playing the tutorial I wasn't really sure what I was supposed to be doing. The art was well done though.

fussenkuh 2020-10-05 19:50

@james-joubert Thanks for the quick bug fixing! Just played it again. It's much more satisfying when you have a fighting chance to save Bobby! ...Also, I saved Bobby! :) Nice work!

pandakipu 2020-10-05 20:21

Nice concept, good job :)

c42 2020-10-05 23:23

Enjoyed the art and the sound!

3mpty 2020-10-06 04:19

I like the concept, hit a bit too close to home with recent times and doing a game jam...

Great music and I like the consistent art-style!

jag 2020-10-06 22:55

This was a fun experience! I like the mood that you set up, and the animations were nice

cesargary 2020-10-06 22:58

Liked the concept but I couldn't combine items :( what am I doing wrong?

james-joubert 2020-10-07 06:27

@cesargary Only some of the items can be combined together.

Just for some clarity, to combine item 1 & item 2 you need to be holding both of them at the same time, by Left/Right clicking and holding on them.

There should be 4 items, excluding Bobby, falling on the screen when you first start.

SPOILER: - Pillow & Blanket = Bedding - BedBase & Mattress = UnmadeBed - Bedding & UnmadeBed = MadeBed - Move the MadeBed onto Bobby = Saving Bobby

indieronin 2020-10-07 13:02

The art and sound went well together to create the theme and feel of the game, it took me way to many tries to win but I did win in the end. The thing that confused me was the two dots next to the cursor because for a while I thought that I need to keep the left dot ever the item and left click it to grab it in that dot and the same with the right witch resulted in my missing the items allot. I have a sneaking suspicion that me missing the clicks is my own stupidity at play not the games. I liked the brief as well and the fact you could skip it to try play the game again if you have already watched it before. I liked it and its well made for a solo compo entry, well done!

PS. I know its has nothing to do with the game itself but the amount of description for controls, improvement,bugs etc. given above makes me feel it's rounded of. You game me something to think about on my next compo entry.

james-joubert 2020-10-07 13:24

Thank you @indieronin for the kind words. I'm glad that I have given you something to think about as well. It's always nice to hear when someone is able to learn from you. :smile:

naali 2020-10-07 16:46

I liked the mood and audio/story. It's a creative take on the theme. Took me a bit to figure out what to do, but I got it after a few goes.

sarafilipa 2020-10-08 08:30

Got a few Game Overs before I got the hang of it, but I like this a lot! Lovely game with a very innovative concept and cool interpretation of the theme. Text & audio are good and very fitting. Feels like a lot of love, effort and care went into this game and it paid out. :) Solid entry and charming game that I enjoyed playing thoroughly. Congratulations!

letterafterz 2020-10-08 09:07

Ah I really liked the feel of this game, I managed to save bobby which was good :D

I had a few issues while playing - text all disappeared on me in the tutorial mode, and the right click seems unreliable a lot of the time.

Thanks for sharing your game, great job.

roboshamit 2020-10-08 10:30

A really neat game. The tutorial was exactly clear and precise.

james-joubert 2020-10-08 13:30

Thank you @naali @letterafterz and @roboshamit for providing feedback. Always nice to hear good things. :smile:

@letterafterz Did you play on the browser or a downloaded copy? I know there was an issue on the browser version, which was fixed after uploading a new build.

shaolin-dave 2020-10-08 19:06

Cool concept, definitely unique. Controls took a big getting used to. I liked how the falling person could knock stuff free and you'd have to start again. I love the art style, but was thinking it's great for the dream but not really the "real-world".

Some notes: - Loading bars and unnecessary as it all goes by too quick. - You might need to consider your UI layout a bit. This might be a rare occurrence, but I'l playing on an ultra-wide, so when I fullscreen it winds up cropping instead of letterboxing. I typically drag my editor windows into all sorts of weird shapes while play-testing to make sure it looks good on any display ratio. - There were times I'm pretty sure I successfully clicked but I didn't grab anything, I'm wondering if collisions need tweaking. - I don't think the spacebar is really needed. One you remove either mouse button, checking to see if you're holding two combinable items would be good. - The game's over quick, but the process to retry its a bit long. - Once I restarted the game and only three items were falling, I couldn't possibly win.

james-joubert 2020-10-09 05:04

@shaolin-dave

Thank you for your feedback. I'm aware that aspect ratios do mess up the game's UI sometimes. I still need to figure out how to develop around that, as Unity doesn't support it built in. :cry:

shaolin-dave 2020-10-09 06:40

@james-joubert - Actually Unity does support it built-in, you just really need to be familiar with the canvases, scaling, and anchor points. For starters, the "Canvas Scaler" component by default is set to "Constant Pixel Size". I find it's better to "Scale With Screen Size" Also by default, when you "Match Width Or Height", it defaults by Width instead of by Height. This is weird because monitors are getting wider every generation, not taller. It's a bit to get used to but I more or less learned on my own, like I said you can just set your game resolution to "Free Aspect" and change it to weird non-existent rations to see how the UI elements are affected.

dcrdro 2020-10-09 10:44

Very creative theme interpretation! Pretty unique gameplay! Also liked tutorial feature, well done!

But as for me its hard to grab items, dunno what is the reason. And it's unclear which items combined and which are not. I would impove:

- shrink gameplay width - make more clear which items can be comined, and add a bunch of new items - maybe increase "catch radius" for taking item, because it's really hard sometimes to catch something

Ah, and art is really fun ;D

Good job!

zeu31 2020-10-09 18:16

I don't know if anyone else is having this issue, but I can't download it. it gives me an "access denied" message saying that I need to request access.

james-joubert 2020-10-09 18:51

@shaolin-dave I'm actually using the scale with screen size for all the GUIs. The problem that I had was scaling the actual game view to different aspect ratios, without having some of the items disappear off screen. So the game will play fine on 16:9, but not on 4:3.

@dcrdro Thank you for giving the game a go! I will definitely need to work on the catch collisions.

@zeu31 Please have a look now. I forgot to remove the restrictions off my Google Drive link sharing.

shaolin-dave 2020-10-09 19:58

@james-joubert Yes, it sounds like you're having issues with the “Match Width Or Height” and anchors. I see you uploaded your source, so maybe I'll take a look at later, it and give you some pointers.

EDIT: Okay, so I downloaded your source. There's a lot missing but I did experiment with fixing your spash screen image.

First things, I removed your blank black image from behind your logo, and just had your main camera show a black background. I can to screencap your logo to replace it in the project. So here's what you have...

Screen Shot 2020-10-09 at 11.38.55 PM.png

Looks okay here, but lets squash down the screen...

Screen Shot 2020-10-09 at 11.39.08 PM.png

The image stayed centered and the same size, so as the screen got smaller, it overlapped the top/bottom... And if we were to make the screen narrow (like a phone in portrait)...

Screen Shot 2020-10-09 at 11.41.30 PM.png

Same basic issue. It retained position in the center, and it's size, and did not scale.

First things first, look at the canvas, you have it set for UI Scale Mode of "Constant Pixel Size". Let's change that to "Scale With Screen Size". You'll probably immediately notice the image no longer fits but don't worry yet.

A new "Match" Slider will appear that goes from "Width" to "Height", and is defaulted at 0.0, so it only scales with width. I find this weird, I think usually height is the way to go, so go ahead and change that to 1.0.

The image might look right now, and you might consider it done, but lets go a bit further.

Your current anchor point is center-of-screen. This is okay, but you don't JUST want this image centered. You also want the top of the image to have a set gap from the top of the screen, and the bottom from the bottom of the screen. So, I think you should anchor to the center, stretched.

Screen Shot 2020-10-09 at 11.45.57 PM.png

Screen Shot 2020-10-09 at 11.47.35 PM.png

Now, the proportions of your image from the top of the screen to the bottom will scale no matter what size/ration the screen. If you wind up with a resolution that's much taller than it is wide there might be an issue, but you only need to worry about that for mobile games.

Screen Shot 2020-10-09 at 11.50.23 PM.png

Now, your intro screen has a similar issue, where it scales in such a way that it's cropped on ultrawides:

Screen Shot 2020-10-09 at 11.51.19 PM.png

You already have it scaled with screen size, so good job there. Your match is set to 0.0 for Width, so change it to 1.0 for Height.

Screen Shot 2020-10-09 at 11.52.57 PM.png

Already all the text is on screen. You already wisely anchored your panel to the entire left edge of the screen, and the text is anchored to be stretched across the whole panel, so that should be good to go.

For the most part I think your issues are with Width vs Height scaling.

kantieno 2020-10-10 23:57

I think you set the mood of the game well! The voice acting, sound effects, and animation all worked well together! A bit short, but that is understandable. I likewise had some confusion about needing the hold the mouse and not just click but I figured it out quick enough and overall enjoyed it!

ramble-house-games 2020-10-11 00:11

Neat little game. I liked the idea. I wasn't sure what Some of the items were that I was clicking on, but that easily fixed post Jam. Nice work.

james-joubert 2020-10-12 07:28

Thank you @shaolin-dave, I definitely focus on making this a habit. I appreciate the assistance. :smiley:

Thank you @kantieno and @ramble-house-games for giving my game a go.

I will make the instructions a bit clearer when I have some free time.

ashashza 2020-10-12 08:22

@james-joubert I liked the kinda dark and dreamy atmosphere in this, the piano and voice over added a lot for me.

Gameplay wise it felt like things happened very quickly, I either won or lost in a few seconds. Maybe longer but certainly felt really short. I liked the idea of grabbing different items with different mouse buttons, so I wish there was longer to play with that.

zeu31 2020-10-13 17:30

Interesting concept, and it has such a nice mood to it; reminds me of one those games that I played in the golden days of flash.

I wish that it was just click instead of click and hold. and maybe mouse only too. with the left click being hold, and right click being release/combine.

Those dots look like an aim thing. which is a little confusing.

It not instantly clear that you can't hold the body itself. you could show a x when the mouse is over the body and/or some highlight when it is the objects. not that it is a big deal tho.

james-joubert 2020-10-14 06:55

@ashashza @zeu31

I will definitely be reconsidering the mouse controls to make it a little more intuitive for the player. The idea is that the player needs to hold both items at the same time, which requires a degree of actual concentration. Which is why I went with Left and Right Click and Hold.

I will play around with the mechanics, until I find something that feels great.

ghuyajil 2020-10-14 08:00

Interesting concept, the music fits well. It felt like you could have gone a bit more into puzzles by adding a few more items - you'd immediately have a much longer experience from everything you already have now. The dots were confusing to me as well; I didn't have an issue with the hold buttons controls, but it seems like a good idea to look into that for accessibility indeed.

james-joubert 2020-10-14 20:51

Thank you @ghuyajil for your feedback!

It seems like the main areas that need improvement are: - Item "container" dots are confusing. - Click and Hold not being clear enough. I have an idea on how to fix this, which might work for touch screens as well. - Longer and more complex levels needed. Maybe more items and faster dropping speed.