pixel-maniacs 2020-10-04 15:26
Love the concept, not sure if it is already a finished level? Is it? :)
Foon → Ludum Dare Explorer → LD47 → Don't Go
By ubershmekel
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 114 | 3.79 | 46 | |
| Fun | 252 | 3.39 | 46 | |
| Innovation | 6 | 4.52 | 46 | |
| Theme | 558 | 2.74 | 43 | |
| Audio | 4 | 4.40 | 46 | |
| Humor | 83 | 3.54 | 45 | |
| Mood | 35 | 4.01 | 45 |
Love the concept, not sure if it is already a finished level? Is it? :)
Thanks @pixel-maniacs it's a finished level. It's just very hard to understand your surroundings. I would recommend trying to draw a map. I need to squeeze in some more ways to boost the confidence and ability of players to understand what's going on.
Actually - how far were you able to get?
I made it until the wind. how can i know if there is a platform above or in diagonal directions?
Super weird experience, but perfectly in line with the LD spirit. Good job! (I may be missing the link to the "stuck in a loop" theme)
Very interesting concept. I reached the snakes
Ok now i also reached the snakes and but after that i do not pass the wind. Is that the loop? Or should it go on?
Thank you good folks so much for letting me know how far you got! I should have added way more little floating sound points along the way to help anchor where you are. Kind of like the snakes. I might add a few more and mention them in the change log.
@simone @rakowu the "stuck in a loop" theme connection is the spawn reset cycle, and the abusive "please stay" relationship with the narrator. There is an end to the game, if you manage to get to the top right, you'll find the final sound event you don't want to miss.
Also for folks that have already gotten frustrated - I've added a clue to the last spoiler - a map image: https://dontgo.netlify.app/assets/tilemaps/platformer.png
I really enjoyed the concept. It's hard for me to mark it as fun because I liked the experience but as it's so alien to me it gets quite frustrating. I'm certain that that is the effect you were going for and so I won't mark it down despite my lack of pure 'fun' :grimacing:
I think it would be good if you kept a version up with the 48h build - with bug fixes of course - but adding things like the piano feel like a bit of extra polish that are great but not strictly within the 48h limit. I've seen many people before have an extra link to a 'compo' version and an 'extended'/'improved' version.
Good work and thanks for making this!
That ... is something ... new.
I can say with confidence that this could be the most novel experience I have ever ** *seen* ** in a game.
It was hard, especially not knowing that I am even playing a 2D platformer (some crucial info I only got from your map!), or if am making discrete steps / moving analogous (which I still do not know, as I could not finish the "steps" at the end)
So, yes. This is an awesome idea and the voiced hints were actually pretty helpful and non-intrusive. This is definitley a 5/5 for innovation! (and an awesome experienc, which you should extend if you have the time) :D
**And this was obviously the easy part, I think we can all agree on that:**
dontgo.PNG
Very cool idea, but I think the challenge with this really handholding the users through the learning experience. If the narrator just flat out told me how to get past the first obstacle and then left me to my own devices for the second one, I think that would go a long way to flattening the learning curve.
Very cool idea, not sure if platformer is the right choice tho, maybe a more story driven game where you dont need precise movement would make more sense? Well done non the less :)
As someone who has made a few blindfold levels for Super Mario Maker 2 I really dig the concept. I think one of the biggest improvements you could make is to put some sound to indicate a unit of distance traveled to the left or right, even if it is just a really soft piano note or perhaps percussion to make everything more musical. Having some indication of how far to the left or right you have moved would allow for users to be a bit more precise and build the map in their mind a bit better.
The sound being in the left or right ear to indicate direction is great. The voiceovers were really good too. Overall fantastic!
Cool idea and good implementation. I have considered making games like this several times but never actually tried. I am impressed with how well you are able to help the player build a mental map based on the sounds. Would have liked to have had more variety of sounds to indicate more complex terrain but this is really good given the time constraints! The snakes part got me and for several rounds I would sprint/jump through the snake section until I realized at one point that the snakes never actually got me and I could just walk through :P
The idea was really fun, and I love the voice over. But I found the game really difficult to play, and I was never able to get very far. Overall an interesting combo game. Well done.
The blind game idea is very interesting, and this game executes it great. I like how you played around with getting platforming to be varied when you can't really sense more than what's immediately around you. I was a bit confused about what was going on near the end section until I figured out the right head bumping technique, but solving it was very satisfying.
I think the wind sound was a bit loud compared to the ledge sound, so I had to really focus to hear when I was close enough to the first death pit to jump. Other than that the sounds were pretty clear, and it didn't feel like any part of the level was unfair.
Some thoughts after looking at the map after I played: The first ledge that you had to drop down was made clear by the narration, but the second ledge felt just like the death pit before it, and I didn't want to risk dropping down and restarting, so I jumped and probably almost landed on a snake instead. I realise now that the wind sound had to be present to mean there was a death pit, but I didn't understand that while I was playing.
This was quite unexpected :D
Some of the spoken audio cues seemed quite a lot louder than other sounds, but otherwise I don't have any obvious improvement ideas - great job here :)
@ubershmekel I fell in the pit :O after the snakes :D great concept, maybe you could show parts of the platform: a mixture of both would be very interesting :) well done :)
For a couple of minutes I tried to figure out which particular cheat code should be entered. And then I realized :laughing:
Nice *visual* effect when falling into a pit!
Great entry! I haven't *seen* a similar games in LudumDare several years.
This was really innovative! It would have been nice if the platforming was just a little more forgiving, but you did warn us about the difficulty :joy:
This is honestly the most interesting game I've played this from jam so far!
Wow. A fantastic unique game, changing the perception of how to play games. The was an extraordinary experience. With a game like this, sound effects are so important and you really nailed it. The notes determining the height was such a good idea. Fantastic job!
I kept falling in the pit but I kept playing because it is such a new concept that I really wanted to explore it! A lot of possibilities here! I want to finish it tough, I'll save it for later! Thank you!
This is a very unique idea. I wonder what you might do if you had force feedback of sorts to go along with this sensory idea.
Wow Dude, Felt Like Playing Getting Over It For The First Time. Great Job!
Well here we have something i've never played before. Very intresting idea. Godd sound design as well. Well i guess you had a lot of time to focus on that. XD Anyway good job. Very nice entry.
Amazing idea! And it was quite restful to close my eyes and listen for a bit!
Awesome idea, and great execution with the audio cues. At first I thought I would never make any progress at all, but it turned out to be easier than I expected. However, I did get stuck on the last section and had to look at the map in the spoiler tags. I kept dying there because I didn't realize that I had to alternate my jumps from left to right. The picture I had in my head was nothing like the actual map layout! Still, I had fun with it. Nice job!
I liked this so much! Really unique experience, and having dialogue for if you do keep doing the wrong thing was funny, but also helped a lot for understanding what I was supposed to do at the beginning. Understanding what each of the sounds meant was really fun, and overall very innovative game. The theme connection felt very loose. I guess it's mostly just about how you start over when you die? Though that's kind of standard for most games. Loved playing through this, thanks! :)
I wasn't paying too much attention when I jumped in. I assumed this was a first person 3D game, which to me would make more sense. When I checked the first spoiler on the game page, it was a lot easier to figure stuff out. I almost go to the end and I had a good time. I really love the piano, sound effects and voice acting. I was surprised that there were many different lines when I died. After I had had enough, I checked the map and I had a completely different idea of what was happening. I wish you had a cheat button built in that let me see stuff, so I could play around and see what sfx/voice lines happend and when :D I think the biggest problem for me figuring out where I am was that I wasn't sure when I fell. Maybe it was clear and I assume I was on a platform when I wasn't. Can't be sure :D Btw, if you make a game where the player/chacater is essentially blind, maybe don't ask the player to draw a map. :D At least to me it sounds a bit weird. I might be able to draw, but I couldn't read it without seeing it.
A blind game is an extremely unique idea, I don't think I've ever seen anything like it. I think the only real issue I can see is that I'm not sure if it entirely lends itself well to a platformer, a genre known for its precision, but I still enjoyed myself thoroughly! Very cool idea!