konect 2021-04-26 10:03
Soory but I don't understand the goal and I am outside of thee map an elevator can be a good idea for the theme praps try to add text to explain what is the goal
Foon → Ludum Dare Explorer → LD48 → Helevator
By bemmu
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 859 | 2.58 | 20 | |
| Fun | 801 | 2.63 | 20 | |
| Innovation | 555 | 3.02 | 20 | |
| Theme | 620 | 3.30 | 20 | |
| Graphics | 783 | 2.66 | 20 | |
| Audio | 295 | 3.41 | 20 | |
| Humor | 67 | 3.75 | 20 | |
| Mood | 662 | 2.88 | 20 |
Soory but I don't understand the goal and I am outside of thee map an elevator can be a good idea for the theme praps try to add text to explain what is the goal
i felt like the movement was too slow but other than that i think it was an alright attempt
I finished it! ^^
I guess its strength is in the humor, but yeah an elevator was a good idea.
I didn't hate it, the story could have been longer and I would still have enjoyed it :)
You have a nice voice!
It was a nice little game! Some voice clips sounded glitched or weird, but other than that it was fun! :smile:
I wanted to press the elevator button just like the other delivery guy wanted me to. I get an "interact" cursor when I hover over the button, but I click it and it does nothing :(
It seems like you might have an interesting game here, completely voice acted none the less. I wish I could experience more of it :/
@fussenkuh Yeah it somehow doesn't work when you are standing in a certain place. If you move around a bit and try to click again it will work (although I know you won't bother to go back to try lol)
I think games could use voices more, because talking to a mic vs. typing dialog isn't that different in effort, but makes a game instantly more interesting (and also playable for kids who aren't that comfy with reading quickly yet)
Good idea with using voice. It works well in that type of game. Game wasn't working well on firefox, but everything was OK on chrome.
The controls were really bad but other than that it was a fun experience. Yeerhchch Yeerhchch Yeerhchch Yeerhchch :thumbsup:
ohmy god i love this!! so much! it's so cute and fun and it feels _super_ interactive, especially with the nodding bit and the fact that you actually had to move slowly to move the air conditioning package. oh i love the nodding! and it's, y'know, that Moment when he says 'we're going to level -666, the customer's been complaining that it's too hot' and you REALISE who it is and it's just so fun! i love this so much, 10/10 would recommend.
@boxedmeatrevolution Why were they bad? I spent a fair bit of time to get right-drag mouselook and WASD to work similar to Minecraft.
the thing is, this is an amazing game with amazing humor. however, the controls are not too good. the right click to drag triggers my right click menu and its annoying. also sometimes my character will drift in a random direction without stop. Great game idea, iffy execution.
This was such a unique take on the theme. I liked the conversational aspect of the game - the head shaking mechanic was really cool! Nice work :D
Neat little adventure! I liked the head-shake mechanic as a way of doing yes/no without any UI. I like the custom audio too, though the repetition of the lines was a little too frequent.
A few observations: - At the very beginning, where you're just facing squiggles on a wall, I wasn't actually sure if the game had loaded properly or not. I see now this was in your description, so apologies for not reading that... but I think it would be fine to just have the player start facing the elevator anyway. - I had a bit of trouble hitting the button inside the elevator because I didn't know I was too far away. Maybe increasing the range on that, or using a cursor other than the "interaction hand" icon when mousing over it from out of range, would be good. (Or maybe that's not even why it didn't work sometimes?) - For moving the air conditioner, I would have liked it if it was my inputs that caused it to move, rather than it reacting to me being in front of it. And maybe if you slowed the player down, it could really help sell the idea that this thing is heavy. Having to do it one step at a time wasn't too bad, but when it came to doing it backwards, I kept stepping too far away, so I'd have to move forward to get back into range. So it was a bit of a finnicky dance there. It also meant that I wasn't looking at the devil for most of that area, which is perhaps a bit of a shame. - I would have loved it if high-fiving the guy at the end was also a button to click (with an approriate voice line if I ignored him).
I think smoothing out those interactions I mentioned (button presses, carrying) would improve the general experience. Then the player's not distracted by little things, so they can focus more on the positive stuff, like funny dialogue.
@adafheyesh I wholeheartedly agree with every single one of your points, and would have liked to smooth out those issues but only had about 12 hours total to spend on the game.
@bemmu Ah alas, that's how game jams go, isn't it? Well done for only 12 hours! :)