FoonLudum Dare ExplorerLD48 → Alice's fall

Alice's fall

By brice-mahier

View on ldjam.com

CategoryRankScoreCount
Overall7343.0226
Fun8272.5426
Innovation8352.3526
Theme2073.9326
Graphics4043.5025
Audio4873.0625
Humor5162.2518
Mood4343.2724

Comments

harrison-dunn 2021-04-26 12:55

I giggled when I hit a platform and the falling animation kept playing. Also... the red high heels are absurd lol.

dynamix 2021-04-26 13:13

Simple and straight to the point. The visuals are pretty nice and it's cool that you used the lighting even though I think it makes for a bit of unfair gameplay (seing the platform at last moment when you can't really control the pace of the character).

Cool lantern refill mechanic!

I think it is a bit too slow paced, and you can't really react when you encouter a platform.

Nice job!

radmccool 2021-05-11 16:37

This feels like a pretty dark game. Like the scales of the character and level (leaving not much space sometimes) combined with a dwindling light paint a strong picture of depression. i dont know if thats just something i brought to the game, but if it was intentional bravo

conduit 2021-05-11 18:12

Loved the graphics and audio, but found Alice far too slow to avoid the platforms that kill you... Maybe if the lantern fuel actually increased the radius beyond what is the current maximum? Just a suggestion if you decide to take this somewhere post jam :) visually and sonically though, this entry is flawless!

shimonster 2021-05-11 19:42

Pretty fun game. I didn't have enough time to react to the platforms and it would have been cool if the drops increased the size of the light (or if they did, I couldn't notice). Other than that, great art and music!

impiaaa 2021-05-12 03:05

Oof yeah, it's really hard to actually play when the platforms are too dark and come too fast to move out of the way in time, especially in combination with the slow acceleration. The music is nice, though, and the theme is used well.

legavroche 2021-05-12 03:43

I felt the game was a bit unforgiving as there was very little time to react once you see a platform underneath you. Maybe it can be balanced by having the collectables increase the lighted area for a duration when collected?

honey-pony 2021-05-12 05:04

The use of the lighting system here is really nice. It's always interesting when a 2D game incorporates a lighting system. I think that having the lighting be important for figuring out when you need to dodge is a really good mechanic.

At first I did not realize that the orange flames should be grabbed instead of avoided, even after reading the description. Not a huge problem, just something to note.

I think that it is pretty tricky to actually dodge the platforms even when you can see them. This did lead to a pretty neat moment where I really felt the adrenaline after just barely missing the platform. The thing is, it is really hard to dodge the platforms--but it is possible. This makes *actually dodging them* a super interesting feeling. I really kind of felt like I was falling down a well--if I was actually falling down a well it would almost certainly be mostly luck whether I collided with any obstacles in it. I think this is a super neat way to encapsulate that kind of experience--and so I don't think it necessarily needs to be changed if that's what you're going for.

So yeah. Kind of a small game, but does have some really strong moments nonetheless.

jk5000 2021-05-12 06:38

A super simple and okay little game idea. I overall liked the music and the visuals. I would have liked a bit more to the gameplay, but it's okay for a compo game.

pijamar 2021-05-17 02:55

The graphics, mood and sound are very good! You also made good use of lighting as a gameplay mechanic, which is unique and refreshing. The atmosphere you managed to create is also very effective on setting the mood, made me wonder what the hell was happening behind that bizarre scenario of a woman falling down endlessly. Is there an actual ending to the game?

Do you plan to keep working on it? If so, I think it'd be a good idea to experiment with making the flames only be "catchable" when colliding with the lamp, otherwise they'd hurt Alice somehow. I believe this could make the action a bit more dynamic. As some pointed out, it's very hard to avoid the platforms on time, especially the ones that appear on the center of the screen, and having the player move more frantically to avoid the flames (or reach them from a different angle) could help mitigate it.

Overall I really like this, great entry :slight_smile:

denzil-gomes 2021-05-17 13:18

Nice idea and well done for getting it done in time for Compo. I feel like it would play better if the player was smaller as I struggled to dodge the center platforms. Or maybe even some way to slow the player? That being said it's nice to see a game centered around light as a mechanic and the art was quite good. Well done

tek 2021-05-17 14:49

Untitled.png The game was interesting! The light fade away was a nice touch to make the game more difficult! One suggestion that i will give is you could add some creepy music to make the game more dark.

Overall 4/5!

bhanosthegamedev 2021-05-17 14:56

Great, but after it goes dark it becomes close to impossible. That's propably me not knowing how to play. Good game anyway

itooh 2021-05-18 17:23

The lack of visibility and the large hitbox makes it pretty hard (sometime near impossible) to avoid the platforms. Maybe there could be a something more to convey that idea of managing resources to see forward (like an ability to "throw" light down? Or focusing the torch downard?). Other than that, I the visuals are neat, especially with the lights!

kr4ft3r 2021-05-18 17:55

Well, Alice's Fall is definitely more of a game than the Fall of Alice. It was exciting to see the game based on the same idea but that went in quite a different direction, that tripped me out.

It is funny to consider how the book could have ended at the start if Alice smacked her head on the platform and died during the fall.

Graphics and music are the best parts, very nice considering this is a compo game done solo and within a week.