samarthmp5002 2021-04-27 04:53
I like the concept, I would give it a good rating, but it doesn't even load for me.
Foon → Ludum Dare Explorer → LD48 → Frost Byte
By pious, RezTheCoward and Sofimei
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1541 | 3.10 | 34 | |
| Fun | 1478 | 2.93 | 34 | |
| Innovation | 1443 | 2.81 | 34 | |
| Theme | 1881 | 2.25 | 34 | |
| Graphics | 792 | 3.78 | 34 |
I like the concept, I would give it a good rating, but it doesn't even load for me.
Nice work! The control scheme felt a little weird to me (I was expecting W/up to jump in a sidescroller and wanted a keyboard attack button) but I really liked the character art and boss encounter!
I love the design of the main character! It would deserve a 5 stars on graphics if it had a more finished scenario
Really nice animations, and pretty responsive gameplay! The 'blind jumps' are a little scary, but none of them lead to death which is good. Also, the foreground could have used a little more love graphics-wise.
I enjoyed the graphics and the variety of controls the character has. As for suggestions, I believe some things could be improved: - Had a hard time attacking in mid-air (not sure if it's my lack of control, but I couldn't get this combination to work at all). - Have the character be at the center of the screen during side scrolling (instead of to the right), to avoid surprise damage. - Possibly reduce/scale screen size (not sure if my screen isn't large enough, but the lower part of the game was cut off for me).
All in all, I like the controls, it reminds me of Hollow Knight. With some minor adjustments I believe this game could be a very pleasant experience.
The upgrade system concept is great! Well, at least what I could understand and imagine of it. The UI seemed generally broken in the Rune/Inventory manager. Would love it if it was more intuitive what was happening in there O_O
As for the rest: - I like the idea of collecting power ups by defeating foes - The controls were functional, but not fluid (good for a jam though!) - The player was very large and the camera wouldn't always show enough of the upcoming terrain to be useful. - The combat needs some spicing up. The only combat strategy right now seems to be: attack as fast as possible. Changing the enemy motion and attack patterns could make this more interesting.
Thank you guys so much!
A lot of the issues became apparent after the build haha (especially in an HTML5 page). The inventory system I think we got caught up in a tangle with in terms of programming so it broke and we didn’t have time to fix it.
Definitely very much appreciated feedback and tips! We could definitely use a whole lot of it!
Really liked your art and the controls felt fun to play too! Really awesome art on the boss too!! awesome work and congrats on finishing in time for the jam! :D
really cool art, I wish there were more of it because it's so pretty! also, I could hardly see the bottom of the screen so it was a little challenging to see where I was going, wish I could see the platforms better
The art and animation were great. Wish you could have finished art for the levels it would have looked really interesting. Impressed that you were able to implement a wall slide. Very nice. The camera was strange though, it never seemed to be in a good position, either too far behind the character or above the character to see what was going on.
I loved the main character, it's so cute! The art and animation are really good job! <3
really nice character design and animation. one critique is that i didnt actually end up using any of the upgrades/collectibles? didnt really find myself in a situation where it was needed. also might just be my setup but i found there to be a not-quite-trivial amount of input lag on the character controls?
The attack is too monotonous
@paperdomo101 Thank you! And the blind jumps are a little less scary now that the broken camera following and the resolutions for the viewport were fixed. And yeah the unfortunate sacrifice of environment art was made, many apologies for that!
@soundgnome Oh that's a very good suggestion actually! Thank you so much for that insight
@marcionix Thank you so much! @sofimei worked hard on the art, unfortunately we didn't have time to work on the rest of the environmental assets. Figuring out some sort of flexible hand drawn environment (like making hi-res tilesets?) is rather difficult...
@samarthmp5002 Thank you for the feedback! We did some fixes so that it can properly load and appear in the viewport of itch, I'd appreciate checking it out!
@rina We really appreciate the feedback, thank you! The camera following and resolution viewport were broken along with the scaling of gui so we managed to fix that so it's more playable. Thank you :)
@the-neon-shark The camera following and rune system in the inventory were fixed! They were actually pretty broken and we found out we're allowed to fix them so long as we didn't add features. You can try out the rune system now!
As for your other suggestions: They're really good, especially the power ups as drops from enemies. Haha it would've made much more sense especially as rewards.
Thank you so much for trying it out!
nice game, but or enemys in air plataform, is terrible, you can´t atack these enemies, and little space in the final battle
Great Job! I especially like the wall climbing. I only hope the boss have more animations and can move
I dig the character design and spritework. The rune system is also very fun and unique. The main 2 things I'd recommend working on is the second bug you see is very tall and was unkillable for me. I almost got softlocked but I just platformed up the left wall to get around it (unsure if this is intentional design). The second thing is the audio. Some sound effects and music would really liven up the game. Overall very nice!
Love the upgrade mechanics and well done on the wall jumping mechanics! I think this could become really good with a bit more art and movement polish.
Oh wow, this has soooo much potential ! I can feel the lack of experience, but you got the right mood and some interesting ideas. You asked for constructive critisism, so I'll try to do my best, but keep in mind that, despite its flaws, I enjoyed your little game =).
- Graphics are **really good**. For a 72h game jam, I won't ask for more frames in the animations or whatsoever, just the fact that you made your own graphics is **awesome**, and I really like the main character. However, the *visual feedback* isn't that great : enemies change color when hit, but for some enemies (like the giant spider at the beginning), the color didn't change after some hits, so I didn't even know if my hits were registered. I don't ask for a specific animation here (your artist already had enough work to do =p), just the enemy bouncing back (or up, since the character attacks upwards) when hit is enough ^^.
- **There is no sound**, and that's a huge problem. Okay, there is no music, but I can live with that. The most important point is the lack of **audio feedback**. Again, when I hit an enemy, it should make a sound. Take any sound from internet and use it, I don't really care what is it. Rickroll me, play a "Hey, Listen" sound, it's okay, but something xD. That, plus the weak visual feedback, makes the combat feel... Empty. There is a cool animation for the attack, but it don't feel when the attack connects :/.
- I feel like the rune system is really interesting ! However, without proper explanation on how does that work, it's really obscure. I just drag-and-dropped randomly and was happy to jump higher xD. **You can have the best features in the world, if the player doesn't know how to use it, it's useless**. I am aware that in-game tutorial is long to implement, but just some explanations in the game description would have been enough !
- It's a personal preference, but I really don't like to use C to dash. To press C, I either need to release the D button (which is bad because the whole game is about going to the right), or the spacebar (which is bad because it cancels my jump if I want a midair dash). If you can, it's always better to map the controls so the player uses **all its fingers** before mapping two actions on the same finger. In your game, my pinky is unused, so it would have been more convenient to use "shift" or "control" for the dash. Don't think "button mapping", but more "finger mapping" =).
- There is no **real ending** : you just kill the boss and... That's it, you're softlocked. Again, I'm not asking for a cutscene or whatsoever, just a text saying "Hey, you finished the game, GG !" is enough. Here, I just felt like something should have happened, but didn't. Even now, I'm not even sure I really finished the game x).
- There are some bugs and oddities here and there. Dashing while sliding down a wall is glitched, and bonking a ceiling doesn't have any effect (the character should drop instantly instead of staying in the air), to name a few.
- Why is this a development build ? Not a huge deal, it doesn't change the game itself, but it's weird ^^.
And... That's it ! Again, that's a huge wall of text focusing on your weak points, but **don't get discouraged** ! This is a **really good first finished game jam** ! With more experience, you'll be able to implement more things in 72h, i'm just pointing out what should be (in my opinion) your next priorities =).
Keep up the good work, and see you at Ludum Dare 49 to see how you improved !
The lack of audio was unfortunate, and the game lacks an ending. I'm reading the comments and there is an inventory system? It was never explained and I don't know how to use it. Graphics and characters look really good though.
I love the art ! The sprites created are great I have a few concern though, there is one enemy stretched in vertical scale, this kinda ruined it for me, and the fact that the ground is just black rectangle is a negative point for me. Overall I had a good experience and gave my best to kill that boss ! Good job for that game jam :)
Nice graphic
Character art was great and the animations were pretty well done. I would suggest making a series of animations into a combo of sorts just to make it feel a little more dynamic. I noticed the attack animation also shifts the character back slightly, which isn't ideal for mashing attacks on tough enemies.
The rune system was interesting once I understood the concept. Making equations to boost different attributes is definitely something I haven't seen before. The system would definitely need some kind of tutorial in a full game. Being able to so drastically vary movement attributes like jump height and dash distance would definitely make level design a lot trickier, but it could open up a lot of opportunities for exploration and returning to a previous area with new abilities.
I encountered a big enemy before the first checkpoint that no mater how much I hit, didn't seem to die. I ended up just dashing over it as it didn't seem to pose much of a threat.
The visuals of the characters and the enemies are very good. I liked the animations too! I think a little tutorial of the movements along the level would improve the experience (at least the climbing mechanic :S). Nice job!
Hey ! This game is great ! I liked the graphics, you got something for sure because it's unique and the world that you created have a strong style cohesion. All the character animations are cool ! Also the "rune" mechanic work really well when you understand how it works. I think you can build an entire levl design with the "rune" mechanic, could be really fun to have a metroid-like game with this mechanic !
I noticed one thnig : when you die fighting the last boss, his life doesn't come back to full health. Add a music and sound effetcs and make the project a real game, you got something !
Good job to the team, it's impressive and for a 1st finished game Jam project it's just insane ! I had a great time good job !
This was a really nice game, I liked the art a lot. It's also nice that the player character was corona-safe, wearing that mask. ;)
I couldn't figure out how to defeat the extra-tall enemy near the start so I went back, did a difficult jump to get up the wall behind it, and then jumped over. I'm not sure if I was supposed to defeat it normally. When I got to the boss, I was initially worried that it would have the same issue, but then I realized that I had to hit it multiple times to get it down one notch in health. If my guess about why I was confused about this is correct, I think it might help if every hit changed the color of the enemy, changing it in smaller steps if the enemy has a lot of health.
The movement was very fluid, and I liked the walljumping mechanic. It's also worth mentioning that your game didn't have the tile seam bug that most other 2D unity games seem to be having - whether that was because you fixed it, or because of good luck, that counts in your favor.
Control was good. In my opinion, there are not enough backgrounds. But despite the details - nice work :)
SO... i past the boss.A BIG MOTHER OF SPIDER boss... he-he. Screenshot_12.png Anyway - that was a good idea, really not bad animations and visuals... but. there is no decorations and some tiles when you look at the lvls. I think that you didnt had lvl-designer as well, so we have same problems at our project. Check it out, if you want.
Phisics of jump feels tough... thats a not so bad, but character feels not so dexterous as it looks like...