ayte 2021-04-26 11:01
I liked the dashing movement, it felt great ! wish there were more level :)
Foon → Ludum Dare Explorer → LD48 → GodMode
By landerack
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 710 | 3.06 | 31 | |
| Fun | 739 | 2.80 | 30 | |
| Innovation | 533 | 3.06 | 31 | |
| Theme | 720 | 3.06 | 32 | |
| Graphics | 89 | 4.15 | 31 | |
| Mood | 495 | 3.17 | 31 |
I liked the dashing movement, it felt great ! wish there were more level :)
Great artwork! It looks really nice and I could see the dashing mechanic being fun. Some audio would have helped a lot. Some of the guiding text was off the screen for me even in fullscreen (maybe due to ultrawide resolutions?) and I wasn't always sure what I needed to touch, but great job with the time you had! I always enjoy these compo's to see what I can do with minimal time too!
I don't have a controller, but the graphics seem to look nice :)
Do you have a gameplay video?
The dash based movement and combat was a little clunky at times, but I can see being really fun with just a bit of polish. I loved the art style a lot. I wish I had that kinda talent in that field. One note for future would be to tone down the level rotation effect. It was a bit disorienting at times and hard to tell exactly where I was because the level would rotate on changed direction. But overall well done!
@neonjeff Totally agreed the game would be so much better with some sound! I should prioritize it more for the next time :) I played the game on a bigger screen when testing, which was a problem after the fact :') Thanks for the feedback ^^ next time I'll have to create some more particles I think to clarify things more
Nice graphic style, looks a bit like an old worms game.
@fatebreak thanks for the feedback! I think you're right, things indeed need some more polish, thanks for specifying which elements you noticed most, I'll keep it in mind :) Also thanks, I loved the more cartoony flavor of art too :P was a fun thing to experiment with
Cool parallax back fx, good luck!
@hilkojj Done :) made a quick vid~ https://youtu.be/fWB0eU2lHoE
Thanks, did you make all that art in 48 hours? Looks amazing
@hilkojj yeah ^^ Thanks so much. appreciate it
The aesthetics were amazing. The 3d feel within the 2d space was well done. The controls felt a little clunky at first, but I got the hang of it. Overall solid!
looks nice, but unplayable with no controller :(
Very nice for a game made in the limited time of the compo. The dashing mechanic felt nice and accurate and I really liked the art style. Some more time would have allowed for some polish that would have made it even better.
@glimmer afraid so :P I never made a controller game before, so that was one of my personal goals this game. Setting it up for mouse and keyboard was going to be a bit too much I'm afraid ^^'
@savolae agreed, The game would have done well with more polish. I even made some assets that I didn't have time to place by the end. It's a real shame :P but that's the curses of overscoping during a compo run. Thanks for the nice comments ^^
I'll have to come back to this when I have time to setup a controller. In general, it's best to make jam games controllable with only mouse and keyboard. So far I must say I like the look of the graphics.
I like the art. Too bad you didnt had time to finish the game. Don't worry about code quality for a jam haha.
Well done!
Great artwork. I'm curious to see how this would have turned out if given more time.
:heavy_check_mark: Even if it isn't finished, the camera movement when dashing is **outstanding**.
I think the idea has potential, maybe as a fast 2D-action game. It's hard to tell because it was very tiny, but the design of the character seemed pretty cool.
Also, yeah, don't worry about code quality for a Jam, I'm a programmer myself and my game's code is truly a mess :laughing: which is even made funnier by my game being (*sort of*) about programming haha.
:x: Besides from the obvious of not being finished, I barely even knew what was going on when the game suddenly finished :slight_frown:. Maybe it would've been a good idea to add sound/visual feedback whenever you hit an enemy, to reassure the player. Ideas for further development :)
I don't have a controller setup so I tried my best without it, and didn't really *get it* until I saw the video you posted. You should add the video to the game entry up top, in case others don't have a controller! The movement looked really cool! I did notice that there was no fail state (nothing happens when you run out of health). I also noticed some shortcuts you took, but I don't mind them because I'm surprised you managed all that art in such a short time! You've definitely got something here. You probably *do* want to make something for keyboard and mouse (aim and click or something like that) if you decide to take this further.
Extremely cool art! I absolutely love the parallax, the 2D/3D effect is awesome and feels very unique. I was unable to play because I don't have a controller, so I'm really glad you posted a gameplay video that allowed your visuals to shine. Congrats on making a beautiful game!
(P.S. Don't worry, I suspect it's very rare for anyone in a game jam to write clean code.)
Wooo I made it to the end :P Nothing wrong with setting your goal to something ambitious and trying to hit it within 48 hours. This still turned out to be a cool tech demo. I say keep at it and see where it goes once you've developed it further! I think the dashing mechanic for movement could be really cool once fleshed out more. Good job. :)
@train27 you are absolutely right :P The assembly at the end was super rushed and it is no excuse for how crude the end it xD but even so, am very glad to hear you still appreciated the design and movement. Thanks a lot for the kind comments and very valid criticism. I think next time around I'll be sure to add sounds earlier on in the process. I did so last time during the compo, but this time I kept postponing it, and it ended up biting me hard :P gotta mess up to learn I suppose ^^ thanks bout the tips
The art style is really cool! It feels like it has a lot of potential with the dash attack. Controller support is also very nice to have. With some polishing this can end up great!
This seems very cool! It's always fun when a game lets you dash around at high speeds. :grin: I like the precision aiming that the analog controls allow. Nice parallax scenery, too, and you've got some really nice art! Well done on what you got finished!
Nice! The art style amazing! Unfortunately, I only have some ancient Logitech controllers, and for some reason the control mapping seemed to be completely off... I spent about 5 minutes figuring out how to dash (I had to hold down left on the "arrow keys" and then quickly move up the right stick to dash up, and use the left stick to move at the same time), and wasn't really able to control it well because it kept flying all over the place :joy: Somehow, I managed to finish anyway, and exploring the levels was quite fun after all! I really hope you continue this idea, it seems really promising! :)
loved the art! i liked the idea, but the controls did feel a little strange. i wish the player image changed direction to match the direction of movement, and maybe some sort of indication of how much velocity you are going to get when you press trigger. also an indication of when you were taking damage would be good to, maybe by getting knocked back a bit, with a flash of red on your player maybe? anyways, all in all a good idea. enjoyed it!
By reading your description of the game and looking at the game itself, I'd say you are very aware of what works and what doesn't in the game (and this is a super positive point for you!)
Still, I need do say the graphics and animations are gorgeous, wonderful for a compo game!
And as someone who is very-much-more-a-programmer-than-an-artist, I daresay you are not very far away of being able to program some cool games! Keep learning! :thumbsup:
Compo is hard, you made it look so easy :P Nice job!