nick-barrash 2021-04-27 01:59
Art was fantastic. I enjoyed the music too! Nice job.
Foon → Ludum Dare Explorer → LD48 → Padrum Trudge
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1406 | 3.22 | 26 | |
| Fun | 1590 | 2.83 | 26 | |
| Innovation | 1380 | 2.86 | 24 | |
| Theme | 1131 | 3.47 | 26 | |
| Graphics | 884 | 3.70 | 26 | |
| Audio | 350 | 3.78 | 25 | |
| Humor | 1 | |||
| Mood | 384 | 3.91 | 25 |
Art was fantastic. I enjoyed the music too! Nice job.
I love concept and the worldbuilding. Controls were a little hard to get a handle on. But I would like to explore this world more.
So funny.
the controls are quite easy to grasp and the theme is awesome!
The jump mechanics are kind of wonky though. At some places you can jump WAY too high and at others only a little bit with no explanation as to why. It's also possible to jump/walk up walls. (the character gets stuck to them or only shulffles downwards REALLY slow.
Love the atmosphere and I am absolutely amazed by the soundtrack. :)
Really nice visuals, I was interested to see the game world.
I liked the music the most! It reminded me a little of Diablo 1 era tunes.
@scott-steffes Thank you so much !
The candle concept has a lot of potential, and I wanted to play through to the end! Unfortunately, the unreliable wall jumping, confounding mapping of the dash to the c key, and overall sluggishness prevented that.
@drew-abegg yeah I didn't notice the jumping issue until after I built the game near the end of the jam as it was working fine in my editor. I really wish I managed to fix that bug , as for the dash I have no idea what compelled by brain to map it to the c key. I'm hoping to work on the concept of the game more over the summer.
@sabomball I'm glad you liked it , yeah the jump was a little annoying in game , wish I managed to clear those bug up before the release.
There's a lot of soul to this game, awesome awesome. The idea is super solid and creative.
Things you're probably already aware of: - He's a little too far to the right of the screen rather than centered. - The jump inputs didn't seem to register all the time. I've had this happen in my games when I put my `Input.GetKeyDown` in `FixedUpdate` rather than `Update`, maybe that's what's going on?
Overall, awesome job. The atmosphere felt great, and it would be cool to dive into the world more.
@thetimesweeper Thank you so much I had a lot of fun making it.
So I thought that too and I checked and double checked that all input was run through update and not fixedUpdate but it was all solid , the issue is probably coming from my checkground script or something like that. Later on I will go back and fixes those pesky issues. Afterwards I want to expand this little game and really polish it.
The pixel art is amazing. The gameplay was a bit confusing though, I noticed the game instructions don't tell you how to jump, I found that on accident. Its seems weird to have an action for right-click while left-click seems to go unused. I got stuck in the first area, restarted and reread the instructions and realized I'd forgotten about spell casting, but then I had to sit though the text intro again. I suggest always putting a skip option in. Still didn't get past the first area but I think I'll come back to this later.
@shaolin-dave Thank you for the Play , yeah there are definitely changes like the ones you suggested that would go a long way towards improving the game. I spent too long working on content than polishing.
My mapping for keys was so weird for this game like I used C for dash and Q for spell cast and as you stated Right click for an attack when left click was available.
The jump key is Space and there is an issue with jumping where the input isn't always recorded on the key press.
Thank you again for the feed back if I come back tot he project I will definitely make those improvements.
@shaolin-dave and thank you for the compliment on the pixel art I worked alone this go around because I really wanted to work on improving my pixel art skills.
Interesting worldbuilding and nice art. I just wish the jumping wasn't so finicky, it almost seems like a problem with the collision detection not registering that you're on the ground, or maybe that you're partially clipped into the ground in some cases.
I liked the game. Keep it going A short tutorial for the keys woul've been great.
I love the game, but jumping is weird to me. Sometimes it stops randomly, other times it does not. It would be fine if it had a bit more consistancy.
Engaging worldbuilding and atmosphere. Sadly, I couldn't play much since the jumping seems rather bugged.
Woah, I loved the art! very well made game!.
I really loved the pixel art/theme. You created a kind of...Tim-Burton-esque vibe. Great job!
Not-fun critique part: Everyone has already told you about the jumping, but I'm especially confused about the wall-jump. Not sure if I was supposed to use that to get to new areas? I made it past the larva bosses, but got stuck right after that. Speaking of which, there was a pretty funny glitch where one of the worms jumped on my head and just kind of hung out there until I ran left for a while. (Sorry I don't have a screenshot) I also noticed when I shot the spell that it would sometimes go in a direction I didn't want? My instinct was to shoot and then run away immediately, since the shot has a pretty big warm-up, but once or twice on the larva bosses I would press the button, the character would charge up the spell, and then I would push the D key just a little too soon so it would fly out. It would be nice if the direction froze at a certain point in the animation.
Really cool job! I really liked the characters and enemies. Keep up the good work!
The mood was great and the music and artwork are both really well done. It would likely have suited you to include some accent colors and/or other light sources early on, which may give the player something to fall back on for reference when their health/light is low. Some accents may also have helped direct the player early on, as I found that first wall jump a bit confusing.
The mechanic of having your life and energy pool both tied to the same resource in your light is an interesting concept. It may lead to the player refusing to utilize their abilities in order to conserve health. For example, when I first killed myself by dashing too many times I basically decided that I would only use the ability if absolutely necessary. I basically made the same decision on casting. This may have been the intention, but I feel that the abilities that reduce health/light would have to be incredibly strong to outweigh the cost...
Making a game of this length by yourself in 72 hours is a monumental endeavor, and I really am impressed with what you were able to deliver. I am not surprised the controller is a bit buggy strictly due to the amount of content. When your scope exceeds your time limit, it often forces you to make concessions that you would not otherwise accept.
@animatrix1490 thank you so much for the review I loved working on the art. As for the bugs yeah I really could have done a better job at tweaking the wall jump to actually work properly 100% of the same (same for the jump).
The spell was tied to the last direction the player moved which had a massive flaw in that as you said you could press a button mid animation and the spell would fly the wrong way. Since the release of the Jam I’ve fixed this problem with a similar solution to the one you suggested.
Thank you again!!
@hypnoquat thank you so much for the review I really like critique like this because it will go a long way when I go to expand and polish the game. I wish I had the time to balance the costs and damage but a lot of the values were the ones I put them at the first time with no play test to tweak.
I’ll definitely refer to your comment a lot in regards to level design and guiding the player.
Thank you again!!!
The atmosphere and music is amazing! Dialogue UI is also good as well as the fire / life indicator.
The thing I was struggling with is a jump button being either unresponsive or working with hold only. It might be related to the physics, because I managed to fire myself up into the ceiling once :)
I was pleasantly surprised to see a boss fight, it was cool, but a bit too easy.
Anyway, it is a great entry! Keep it up :thumbsup: