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AFTERIMAGE
AFTERIMAGE
By bearish
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | | 3.71 | 9 | |
| Fun | | 3.14 | 9 | |
| Innovation | | 4.35 | 9 | |
| Theme | | 3.42 | 9 | |
| Graphics | | 3.64 | 9 | |
| Audio | | 3.07 | 9 | |
| Humor | | 2.33 | 8 | |
| Mood | | 3.50 | 9 | |
Comments
schsam
2020-10-05 03:50
Fun game. I liked the graphics as well as how hard it was. Having it take place in a persistent world was very innovative. I think the controls could have been better (although that could be to do with my keyboard format). Also, I wish the interaction with other players had been a bit less brutal maybe. SOmetimes it felt like I _had_ to die a bunch of times to get to the goal.
looks cool but i can't get it to work :( it's just a black screen with music
torcado
2020-10-07 00:01
damn this is rad! making an online game is definitely quite an undertaking for ludum dare. i think this mechanic is super interesting! basically a perfect way to add online interaction for a game like ld where people will probably not be playing at the same time my only complaint would be the movement. feels very floaty, and the jump is velocity based (so when falling the jump doesnt have full force, and you get the highest jump by pressing jump twice within a frame) these things could be done on purpose, but the level design doesnt reflect it if so. also really cool visuals. simple but i always love some neat post processing effects. and nice music that doesnt get annoying when looped hahah
I wish I could make this an 11 in the innovation category. Its such a great idea, and so smoothly integrated with the gameplay (doublejump drops trap) that it somehow makes each level interesting, while simultaneously letting the players 'create' the levels, and also simultaneously making it feel slightly roguelike in its randomness (not procedurally generated but a different adventure every time, and also giving you a feeling of power that you know that you will be affecting someone elses game and in a way designing their game and making things interesting or griefy for them, and simultaneously not allowing anyone to overpower it by keeping a limited amount of traps per level. Its fascinatingly brilliant.
This is an awesome idea! I think this could be a great full game, although I'm not entirely sure how it would scale to a large player base. That would be an interesting game design problem to solve!
nolnad
2020-10-27 02:04
This entry was a really cool play. Though I played it late removing most of my ability to compete I still thought the fact that you could was really innovative. I love the idea that one of the mechanics leaves a trap for other players to avoid. However, the only problem is that it feels like that can also make the game impossible to beat without death sometimes. Maybe you could lower the max ammount of traps in a room or if they are touching delete one. Either way really awesome entry and was pretty fun to play.
Interesting concept. Not super excited about how it feels that, often, you can't pass a level without first sacrificing yourself on everyone else's traps. Effective music and graphics.