flammchen 2020-10-06 11:36
Blinry!!! That's such a nice and polished game! We löve the colors and the raccon <3 The idea is also very fun and a perfect fit for the theme. However, we really wished we could also speed up time.
Foon → Ludum Dare Explorer → LD47 → Radiant Rewind
By blinry, larkinia, lenaschimmel and flauschzelle
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 302 | 3.89 | 26 | |
| Fun | 438 | 3.64 | 26 | |
| Innovation | 319 | 3.77 | 26 | |
| Theme | 310 | 4.04 | 26 | |
| Graphics | 154 | 4.31 | 26 | |
| Mood | 181 | 4.00 | 26 |
Blinry!!! That's such a nice and polished game! We löve the colors and the raccon <3 The idea is also very fun and a perfect fit for the theme. However, we really wished we could also speed up time.
Wow this game is really nice. Loved the color use and the music that fits the game really nicely. The gameplay also fits the theme really well. Nicely done!
I just had to come and play; y'all are the hitmakers!
Fun idea for this one, never seen proper time mechanics in an LD game before. Felt hectic, but I liked that I could slow things down and take my time. I didn't expect that I would end up using both the rewind and the slow motion, but I definitely ended up needing each of them.
A small physics issue makes an outsized impact on the game: how collisions work when both the paddle and the ball are moving. Sometimes they slide against each other in weird ways, and sometimes they just go through each other. Can be frustrating in a game that's pretty hard to control already!
@caeonosphere Thanks!
We already noticed the glitches that sometimes happen in the paddle/ball collision before publishing, but fixing them would have exceeded the time limit for the jam, as it seems to be a rather complicated problem...
It would somehow feel like cheating to put a lot of work into fixing that now, long after the submission deadline. As much as I, personally, would really like to fix it... the other bugfixes we made were mostly just one short line of code, but this one would probably be much more, so it doesn't seem fair... (if anyone has thoughts about this, please let us know!)
Liked the mood of the game a lot, very nice background and atmosphere ! Wish the gameplay was a bit more nervous but it was a fun experience anyways !
Wow, this looks very polished, also has a raccoon and my boyfriend is a raccoon, so this game gets 1 extra Star :star:
Good! ----- - :medal: cute raccoon character - :medal: cool music - :medal: incredibly polished and stylized graphics - :medal: innovative mechanic, really nice time controls
Better! ----- - :heavy_plus_sign: this game would benefit so much from gamepad or keyboard controls. - :heavy_plus_sign: I wish the ball behaved a bit more physically, especially when I clip through it - :heavy_plus_sign: a little more juice here and there and this would be an overall contender for top 20!
Sweet Ludum Dare entry, I really liked it!
@valentin-roche Thanks! What do you mean by "nervous"?
@thygrrr Thanks, we're very proud of the graphics in this one!
Hmm... *thinking* ... is it too late to at least add keyboard control for the raccoon's movement (the rest is keyboard anyway) now? For gamepad support, we'd have to look into LÖVE's support of gamepads... might be possible too, but that would probably be a large update, and not really count as a bug fix, so... not sure if that's ok within the jam rules...?
@flauschzelle you can probably get away with it with a clear conscience. You can make a remark ("changelog: added keyboard controls for accessibility") or just as well, have a separate "alternative controls version" if you prefer.
Generally, I would always value efforts to improve accessibility as outside of the regulations of the Jam rules, because... it's for the greater good, always.
@flauschzelle by nervous I mean a game that puts you on edge (not a native english speaker so this might not reflect what I mean but I can't seem to find the right words). At the beginning I thought the ball was going to pick up speed (on each paddle hit for instance) so that the game would rely on reflexes and better use of the slow motion. But after sleeping on this thought after playing the game, it appears to me that it would be too hard to balance un such a short time frame.
Wow, that was really polished and well-made! Graphics looked great (especially the awesome effects), and the chosen sound effects fit perfectly with the action! Gameplay concept was interesting, but confusing at first as I thought I was supposed to stop the ball from hitting the blocks, but it made sense after a few seconds of nothing happening.
I think that it'd be cool to add a powerup or ability or something that you can use to affect the ball besides rewind and slow-mo, because sometimes the ball just hits at weird angles where it never really goes back towards the loop. When that happens you just gotta sit there doing nothing, waiting for it to hit a good angle. Or maybe add more than one loop, and let the player switch between them.
Anyways, this was a great submission. Good job!
really nice game here and i like the theme use. others have already mentioned the collision bugs but that was only minor annoyance. the rewind feature was awesome and added a cool element to the breakout theme. will play again for sure.
Maybe the most polished game I've played this LD! Very fun and intuitive to play. I didn't really end up using the rewind feature (but I see other comments praising it, so maybe that's just my play style!), but the slow down was extremely useful for trying to get and maintain large combos.
However, being able to slow down the game indefinitely feels a bit overpowered and makes the game maybe too easy. Having a cooldown on that feature would make the game a lot more challenging.
I loved the lighting, and neon look of everything. It got pretty hard the further down I went, but the sound of glass breaking, and the music kept me wanting more.
I absolutely love variations on classic game ideas, and this is one of the best ones ive seen for a jam! The circular ball physics make the interactions so unpredictable in a great way, and created some really tense moments! Really enjoyed this one!
@thygrrr We're currently working on keyboard and gamepad support. It's already working on my machine.
Playing with keyboard only is hard, because you can either have fast movement or accurate movement, not the nuanced analog movement of a mouse or gamepad. But it's playable.
Using the gamepad is a really nice experience, I think I might already prefer it over mouse control though I never was a "gamepad person". Anyway, it's not yet ready for publishing because the mappings for buttons and axes seem to be different for each gamepad and as of now, it's hard-coded for my no-name model which has really weird axes.
I love the graphics and have enjoyed the sound. In one level I stucked with a huge ball and waited some minutes for the resize, but overall the game experience was very smooth and fun. It looked very polished and professional. Nice game!
We just published additional links so that you can choose between the _jam_ version (only very minor bug fixes after the deadline) and the _post-jam_ version (new features). Please be fair and give us ratings based on the _jam_ version only.
Currently the only new feature in the _post-jam_ version is the new input system (proposed by @thygrrr) which allows mouse, keyboard, gamepad, or any combination thereof to control the game.
Other new features may follow at any time and will be mentioned in the description as well.
Your game was played on my stream ( https://www.twitch.tv/ursagames/videos ) on 10/10. Thank you for sharing your game with us! You can find the timestamp of when your game was played here: https://tinyurl.com/yy4oycvv
This was really cool! The explosions of the bricks breaking felt really satisfying :) It felt really well polished, and the rewind mechanic was fun! Great work!
I just watched you playing our game, @ursagames. Thank you very much for playing it, and I gotta say, I really pity you for the difficult situation in the last level. The way the two remaining bricks were aligned in relation to the obstacles was much more difficult than what we experienced during play testing.
Also, I guess we should have made the hint to use _ctrl for slow motion_ more prominent?
The no-audio-bug is very strange. I encountered it for the first time today when a friend played on my machine, and you hit it twice in a row. But it's nice to have it recorded, maybe that helps us to fix it.
This game is very well polished and has some nice effects. I noticed that the controls of the ship also work really well, even after rewinding time. The game also fits the theme very well. I also found it quite interesting how there was never a game over but it was still impossible to keep all the balls in the level.
It felt a bit difficult to aim balls though, especially if you had to hit one specific block in a level full of holes. Maybe a line indicating the direction that the ball would bounce to would help? That is just a minor remark though.
In general, a very nice game!
I also had the no audio bug in the last level. It got triggered when I pressed the button to rewind time. Maybe I did too many rewinds? :slight_smile:
Very interesting entry! A unique take on the brick break genre, I really liked the time mechanics (I could use that rewind in a lot games :sweat_smile:) and the art style. I found the collision with the ball to be a bit strange (you could sort of push it around) but otherwise the gameplay was good. Well done :thumbsup:
I just updated the **post-jam version** with **new physics** (and some other fixes and improvement).
I'd like to know what you think of the new way the raccoon interacts with the ball(s). If you hit a ball while moving very fast, the ball now also gets very fast, but slows down after a very short time, like 0.2 seconds. I'm not 100% happy with this solution, but I think that's the most plausible thing to happen so that the raccoon will not just glitch through the ball. Any other ideas?
And here's another update to the **post-jam version**:
* **SloMo is now limited:** The bar in the lower left of the screen is now your shared budget for using SloMo and reversing time (similar to the cool-down feature that @firetwoonenine mentioned) * **SloMo is now more powerful:** During SloMo, lines show the direction in which balls will be reflected when they hit you (as @jeroenpx suggested) * Particles are even nicer now
Thanks for your input!
PS: the no-audio bug is still there and I just encountered it myself, but we still have no idea what causes it and how to fix it :/