FoonLudum Dare ExplorerLD48 → I'm 14 and

I'm 14 and

By krac3r

View on ldjam.com

CategoryRankScoreCount
Overall18952.3820
Fun18852.2121
Innovation16622.6021
Theme15113.1021
Graphics17652.0020
Humor8672.7220
Mood18041.8718

Comments

zimny11 2021-04-26 20:43

This is an extremely deep sentence! ;)

First of all, congratulations on participating in LD and making a game! Secondly, I think you should turn off the audio rating for this game, since there is none, but I'm not sure if you can change than now.

krac3r 2021-04-26 21:05

thanks!

programming-sock 2021-04-26 21:33

this was a pretty unique take on the "deeper and deeper" theme. it was funny and pretty charming. nice work!

initialposition 2021-04-26 21:39

I wrote the deepest sentences I've ever written. I feel emotionally enlightened.

Thank you.

wheffle 2021-04-26 21:42

What an incredible experience :laughing: Keep it up man, congrats on the submission!

krac3r 2021-04-26 22:21

thanks!

tad-i-guess 2021-04-27 00:04

This was a really fun and creative take on the theme

krac3r 2021-04-27 00:09

thanks for the review!

kotzi 2021-05-08 16:15

First at all, you definitely created something amazing for being 14, so keep pushing on that!

The take on the theme is very creative, which is always a nice thing for jams. The player controller feels good too.

Hope to see you again on next jams, congrats for your submission!

his-games 2021-05-08 17:51

Well done for entering! Making any game is extremely hard, you should be proud! This is a very cool idea, and a nice spin on the theme. I really like the platforming controller and the way it plays, and the cool, laid-back gameplay is great! Very good job!

youthfulidealism 2021-05-08 18:00

Played and rated.

If you want more ratings, try to play, rate, and comment on other people's games soon after submitting. This will raise your scores and make it easier for other people to find your game and play it. I suspect that leaving constructive comments is the best way to get ratings--if you leave a comment that's useful, I think people will often play your game as a "thank-you".

Interesting idea, execution could use a little work. I'm going to offer some criticism, but please don't let me discourage you. Everyone starts somewhere, and I think you're in a good spot to keep practicing and come back next year to kick this jam's butt.

I think you know all the obvious areas to improve--adding some sort of challenge or social experience, adding some basic animation and pushing the graphics a little further, sound, all that jazz. So, instead, I'm going to focus on the quickest *non-obvious* mechanical ways to improve this.

When the player moves, the camera moves exactly with the player. This is perfectly OK, right up until the moment the player jumps or falls. When the player jumps, it immediately becomes impossible to read any text on the screen. It also becomes difficult to see the terrain, because the terrain is moving on the screen quickly. This also presents particular difficulty when the player is jumping from platform to platform. The camera follows the player up, which makes the platforms go down, off the screen. This means the player can't actually see the platform he's trying to land on.

One thing you might try to solve this is called "camera lerp". Basically, you detach the camera from the player. Then, you have the camera smoothly move *toward* the player location, instead of being perfectly attached. This means that the up/down movement of a jump isn't so violent, and when the player is jumping across a horizontal gap, the camera lag would enable him to keep the platform he's jumping towards on-screen.

(If you wanted to get really fancy, you could attract the camera towards what the player needs to see. That way, when the player needs to move down, the camera would show the place he's trying to get to so that he can aim the jump.)

Your game is played in the browser. The arrow keys do something in the browser. They make the screen scroll up and down. This means that while trying to control the player with the arrow keys, the browser is jumping around! If you submit another game in the browser, try adding WASD support so that the screen doesn't move.

Adding coyote time would make the jump feel much better.

The jump feels very floaty. This may be a personal preference thing, but I don't like floatey jumps in a platformer. They feel weird. Playing around with the jump math would probably be a good use of time.

Be sure to join in again next jam!

One trick to buy yourself more time--the rules say that you can use any code you already have lying around. This means that if you're prepared with animation and physics code, you can use it! This also means that you don't have to write it during the jam, which gives you more time.

ianthebee 2021-05-12 15:01

This is quite clearly one of your first games, but i'm glad you finished.

This game isn't a masterpiece, it didn't keep me immersed, but i'm glad that it exists solely because of the experience it gave you. You will learn so much from this experience, and hopefully you keep going and make better games. As a 12 year old myself, i'm always trying to learn, and I have some criticism to hopefully help you learn in the future.

1) The Controls need work. The newgrounds page scrolls when the arrow keys are pressed, but in the game itself, there is nothing to help the player out. Coyote time, which will allow you to jump shortly after leaving a platform, can be implemented in construct by simulating jump if you press the up arrow about 0.2 seconds after leaving a platform. The jump is also waaaay too high, and the platforming isn't engaging because of that.

2) The camera, as mentioned by @youthfulidealism, is not lerped, making it feel choppy and stiff.

3) No audio present. There are several great programs, such as sfxr, or chiptone. (https://sfbgames.itch.io/chiptone)

4) The graphics could use some work. Try devoting a bit more time to making them, but you don't actually have to make much art. You could have used a cube, which honestly would have looked better. Try to add squash and stretch, by making separate objects for the player graphics, and the player collision, and pin them together. Then, on certain calls, change the player graphics width and height accordingly.

But overall, even though this isn't the best game, i'm happy you were able to upload it, and finish on time. Great work.

alprog 2021-05-13 03:10

I can't say that I am impressed. My games in 14 was a little bit better. But I started at 12. So, age is not important. Experience is important. I hope you continue learn how to make games. Game development is a great adventure to go on.

eoshadows 2021-05-13 06:52

Nice! I like the concept, it was a neat and innovative response to the theme. There isn't much of a motivation for the player to keep going, but I think that would be a neat thing you could work on post jam if you felt up to it. For example, perhaps you could take a environmental/narrative route for gameplay. Like, you could add to the environment to create an incentive to keep going, while having some sort of character reacting to the deep sentences (more incentive for the player to keep going, to find out what might be said next or what they could write to affect the reactions.) Of course, that's up to you, and I'm sure there could be a lot of different neat ways you could expand on this. Overall, I think this game has some potential. Well done!

krac3r 2021-05-13 17:42

@alprog I am less than 14. I never said I was.