shan-hsgames 2020-10-05 21:57
I really enjoyed the game. Liked the idea, and also gameplay was smooth. Overall, its a nice game!
Foon → Ludum Dare Explorer → LD47 → Around
By feesh
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 752 | 3.54 | 27 | |
| Fun | 971 | 3.20 | 27 | |
| Innovation | 1017 | 3.14 | 27 | |
| Theme | 787 | 3.64 | 27 | |
| Graphics | 928 | 3.42 | 27 | |
| Audio | 819 | 3.10 | 27 | |
| Humor | 949 | 2.47 | 22 | |
| Mood | 857 | 3.34 | 27 |
I really enjoyed the game. Liked the idea, and also gameplay was smooth. Overall, its a nice game!
I like the difficulty rising, you did a lot of levels. Well done!
The movement felt surprisingly nice. I think it's pretty neat that the game unexpectedly became a puzzler when the enemies showed up
Really nice and simple, well done
Really nice concept, it gets quite harder in the later levels ! Really interesting. I like it !
Weird gameplay rythm, but pretty interesting once I got used to it. The art style was unexpectedly effective as well !
Man, I tried to download it but the archive didn't open :/
The controls felt a bit weird to begin with, then i understood, that the keys get buffered, and then i had to relearn it again, because the enemies need more precise inputs then just running around XD nice artstyle and nice leveldesign! Also I was a bit confused when i ran into the exit at first, because it feels and sounds like you did something wrong.
Good game, simple but effective :)
Very enjoyable and challenging game, the last few levels are really nice, good job!
@ancient-pixel yeah, the controls were a bit rough. I had to make it so that you cant change direction until you are halfway to the next spot. It worked well as a quick fix, let me know if you have any ideas for how to do that better
@keithdae Thanks! I really enjoyed making the later levels since I had finally implemented the slimes.
@gabriel-dias-oliveira-de-almeida This might be a stupid question but is your computer running linux, cause that is the linux file. Also it is a zip so if you unzip it it should be accessible
@feesh well i found myself quickly tapping where i wanted to go, so you maybe could get away with just allowing one button input, releasing and then accepting the next input. It could be a bit tap heavy, maybe its quite rythmic that way
@ancient-pixel The issue with that is for every frame that your key is down it would make you move one more space in that direction. That’s why I had to implement the half way thing
Interesting concept but quite hard.
This is a good puzzle game. Nice graphics and sound. I would add the ability to hold down the keys in order to move faster, you can also leave the movement in the cells, but so that you do not need to press about each step.
Nice gameplay and good foundation for something bigger. I didn't like the controls very much, but it seems essential for the game, since the challenge is basically built around this almost turn based movement system. Nice job!
I like the notion of having to re-trace your steps. The game is short, but explores the concept pretty well. I wish the enemies were a little slower so players have more time to respond to them -- I feel like the goal of the slimes is to understand how to manipulate them, not how fast your reactions are.
Nice entry that I had fun playing!
Simple and great game! Good job!
@bitdecay very good point on the movement of the slimes. I 100% agree. I will probably make that change, sadly I don’t think I’ll be able to reupload it till the game jam is over. Thanks so much!!
@szabe you mentioned that you don’t like the controls so I’m wondering if you have any suggestions on how to improve them
@feesh What I didn't like was the seeming delay after my input. There was a room with four monsters in, that I had to lure to a specific spot, to not get cornered when I went around the second time. I knew what I had to do, but very often the enemies would get me even though I tried to be as fast as possible. I guess my suggestion is this: I would have liked it better if the movement system was less "turn based" and a bit more smooth. For example, to go straight up I wouldn't have to press up once, wait for the character to move up one block and press up again, rather just hold the up key. Now I completely understand that the challenge of this game comes from having the one press one movement mechanic, so perhaps take this more a personal gripe than an actual criticism:) maybe I'm just bad at games like this.
Good game and puzzles, i reall liked the art style! :) GG
There's a relaxing old-school mood to the whole thing that I enjoyed. Unfortunately I encountered in a bug in the Linux version where when I opened the door in the 3rd level I couldn't move at all.
Great choice of aesthetic! The difficulty curve is also perfect, and introduces each puzzle element in a way where the player can tackle it with full knowledge, great job!
The game turned out to be cool. At first I thought that this was not a portal, but a saw, so for some time I could not understand why I could be on a different level. The graphics look interesting.
Nice game, it's simple but quite fun ^^ well done
I like the minimal style and the music fit it well (tho some sfx could be improved). It has an overall good level of polish, but I think the controls and AI should be improved, especially since the game relies on them basically for the core gameplay.
For the movement, I think the main issue is not being able to move keeping the button pushed, but having to press every time. This change could solve the problem, because the rest of the movement things are ok (maybe the sfx could be better).
The other thing, about the AI, is the main reasons I didn't really enjoy the game and have felt frustrated. At first, it's not very clear they follow you if you are near after some time, and I thought at first that they just move towards me when I moved towards them (something weird but is to say that I was not understanding how they behaved).
Probably what made it hard to understand is that they sometimes moved instantly towards me when I was close, sometime after a bit of frames, so it was not consistent and it all felt random. I don't know how you handled it but it seemed you had some sort of timer that went on even when I'm not close to them, so it can happen that it elapse the second I move near them, and they move instantly, leading to a 100% death that I could not foresee. Since they are the main threat of the game, this ruined my experience, but the good thing to know is that resolving this "little" issue could totally change the game.
That said, I liked the idea of having to going in circles to progress a bit and then having to do it again, at first is a bit pointless, but when the enemies are introduced it become interesting, since you have to plan how to "move" the enemies to be able to do the second loop, otherwise they could block the way. That is interesting and could be expanded with other elements that must be planned throughout the loops. The shifting scenario is also a good idea, though I'm not totally sure I liked how u use it.
Overall, is a good starting point, the mood is there with those visuals/music, and, even though is small and more like a concept, it shows that it could be interesting. It just needs a bit of improvement and better balancing!