gonzalol 2020-10-06 06:56
Hi! I get stuck in the first door. How do I push the button?
Foon → Ludum Dare Explorer → LD47 → Blazzy's Big Breakout
By dreamarch
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 2.44 | 11 | ||
| Fun | 2.27 | 11 | ||
| Innovation | 2.50 | 12 | ||
| Theme | 2.72 | 11 | ||
| Graphics | 3.00 | 11 | ||
| Audio | 2.44 | 11 | ||
| Humor | 2.00 | 10 | ||
| Mood | 3.05 | 11 |
Hi! I get stuck in the first door. How do I push the button?
The in-game control explanation could have been bigger. It took me a restart of the game to re-read the control scheme. As @gonzalol I was stuck for a moment and didn't realize "E" was the key to open the door (before I had to restart the game).
Hey! Nice game!
I ran the on Linux with Wine, and it seems to have worked successfully (albeit a weird title screen at the very beginning?).
As the two comments above suggests, the controls indications are small and disappear too quickly. By the time I reached the first buttons, I had also completely forgoten about existance of cloning with `space` (and pressing random buttons didn't help finding it as you have to maintain `space`). To fix theses issues, I would have added the controls as a big permanent indication on the first room, and make a first challenge to exit the room a "mini tutorial", i.e. you have to clone yourself on a button, and press `E` to open the door. This way the player has as much time as needed to test the controls, and he is "forced" to learn about cloning and interacting.
For the actual game, it was rather good in itself, but some things could have been improved to make it more enjoyable: - A visual indication of the cone of vision. The light of the torch is not precise enough (althought it does give a little idea). - Less "re-tracking". Having to redo the same section that you already beat multiple time becomes less and less fun. I know it is sort of the "theme", but I think it could have been avoided. I would suggest to either add checkpoints, or structure the level differently (e.g shaped like an octopus, with you spawning in the center, and at the end of each branch you open a door that leads to a different one.)
Now the positive things I noted! - The neon lights gave a really good mood to the game. - I also liked the boomerang: since it only deactivates the enemy for a short amount of time, you have to time your actions to take into account where the enemy while be after being re-activated.
Good job! :)
I really like the artstyle and the effect when you clone + respawn. I didn't have the patience to finish the game though, every time I respawn I have to wait for the first guard to walk the other way, there seems to be no way around that.
I really liked the respawn visuals, although the sound was a little grating. It took me a little while to understand what was going on, I didn't know the buttons on the floor were buttons until I read the other comments. It would be better if the game gave the player more feedback, like if the buttons lit up when pressed. The difficulty and length of the game is (IMHO) perfect for a game jam. This is good for a first entry; keep it up!
Thanks for all the feedback guys, I've been slow to respond lately as right after the weekend of this I had midterms for University. Me and my two friends who helped greatly appreciate all of it, and are def surprised so far that people are playing. We thought we would just get drowned out by everyone else's submissions haha. I also def wanna polish this game more after the Jam is over as all your guy's feedback is motivating me to do!
Nice game!
I loved the cloning effect - though unfortunately the game crasshed for me when I got to (what I assume is the last section) the area with the 3 buttons
Still nice concept and good graphics - always blows me away when someone can make a full 3D game in such a short amount of time.