bassilij 2021-04-26 07:05
5/5
Foon → Ludum Dare Explorer → LD48 → X Feet Under
By morphine
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 407 | 3.51 | 35 | |
| Fun | 553 | 3.17 | 34 | |
| Innovation | 539 | 3.06 | 35 | |
| Theme | 233 | 3.90 | 35 | |
| Graphics | 335 | 3.60 | 35 | |
| Audio | 309 | 3.39 | 34 | |
| Mood | 486 | 3.18 | 34 |
5/5
@bassilij Thanks!
Very cool, lots of systems happening, I'm impressed with how much you packed in. Awesome work.
@pohko Thank you!!
Wow, awesome you got this done in 48 hours. I got the urn down somewhere underground where oxygen was low... and that was good enough for me and my companion. Just digging by the recycling box. :)
@etdofresh Thanks! I tended to dig by the recycling box as well but I purposefully put some of the shrines out of the way :)
Very fun game mechanics
Lots to learn while playing, deceptively simple, but uh, quite deep haha! I loved the theme of bringing the urn, but the catchy music clashed a bit. Graphics are solid and work well to inform the player. Excellent work!
@brian-mayberry Thank you! Yea the music was rushed, I agree!
Well done! Simple controls but somehow still quite hard.
I'm kinda stunned that you did this in 48hrs. Lots of polish and tiny extra details (like the mute being built into the game as a switch). The ladder was a nice touch too, makes it kind of different from most of the digging games. Amazing job!
@clemonades Thanks! It was a very long weekend that's for sure. Saturday night was tough, I forced myself to stop but had such a laundry list of things left to do and was battling the Unity UI system. Had a mental breakthrough and resumed Sunday refreshed but it was still down to the wire and there are a ton of things I wanted to get in that I didn't.
Art/UI: I appreciated the tips and clean UI design. Slight Minecraft vibes because of the blockiness but still clean and crisp all around
Music: The BGM music had a good tune and pace to it. I like the little remix that kicks in halfway. It slaps for a while but I had to tune it down after 10 mins. Still enjoyable though!
Gameplay: The game is challenging! Feels like every block pickup and placement has to be carefully considered. You did a good job balancing it altogether. I'm definitely going to revisit this again.
Good job on the game! Looking forward to seeing more compos/jams from you.
A lot of systems for compo entry, very impressive. It doesn't quite have approachability/fun-to-play that I take for granted from Minecraft style games but that's issue on my side most likely.
@listonos - 100% agree
@pookipoot Thank you!
Yeah, it's a pretty cool game. The issue for me is that it's a bit slow, having to bring blocks one at a time to the recycler. Could've really benefited from a stack system, but hey, it's a jam so what can ya do. What's in there works pretty well, though I did find it to be a tad slidey.
Takes a while to get into the groove of things but lots of cool stuff here. There is room for QoL improvements for sure, the obvious one only being able to carry one thing at a time. I think maybe scraping the need to rotate things would've worked better as well and just having every side of the blocks be usable. I liked the music too!
This is so cool ! Great work on the mechanics, and the polish. There's some user experience and design stuff that I would do differently, but that's just personal preference.
However, it seems like you used a lot of stuff from one of your other games [Colliderscope](https://morphinegames.itch.io/colliderscope). I looked at your source code, and a lot of "dates modified" of yourfiles line up with January 2019 when Colliderscope was released onto itch.io. You should probably disclose that you reused source code and/or assets because people will think you made all of this during the 48 hour jam.
@wooliii The first person controller was disclosed as based on the Standard Assets controller which is right at the bottom of this page - you are allowed to reuse controller code per the rules. All I did was move the standard Unity FPS controller into a single file and changed around the things that were necessary.
Right at bottom of compo rules:
"You’re free to use any tools or libraries to create your game. You’re free to start with any base-code you may have. At the end, you will be required to share your source code."
If you are under the impression that I reused the block placement code, I can give you a 100% guarantee that I did not. I only reused the FPS controller which was movement/jumping/looking. All block management code was written for this jam. I'm happy to send you the source code for Colliderscope and you can compare them yourself if you really want to validate whether I broke the rules or not.
Let me know and I'll send you a dropbox link for Colliderscope's source
Edit: I uploaded the source to Colliderscope (without any paid assets so it won't work out of the box)
https://morphinegames.itch.io/colliderscope
@morphine Thanks for the disclosure ! Again, it's really not a knock against you or the game. The rules say you can use whatever base-code you want. You had files from 2018 and 2019 that were not part of the Standard Unity Assets though. So, without explicitly stating what your base-code is, there's no way of knowing what you did and didn't do during the jam.
Anyways, I already gave you a nice rating prior to this because I think the game is great. I appreciate you freely sharing all of the source code and receipts. Keep up the good work !
This is awesome, I'm amazed at what you were able to pull off within just 48h! That's really crazy! Great job on the graphics, music and gameplay. I love the mechanic of having to properly place the blocks, it makes the whole game really interesting as you dig deeper.
@wooliii Understood and I will make it more clear next LDJAM :)
@karlipoppins Thanks!
Great game! I accidently died like 3 times because I forgot that I have to recover my health. :skull: :skull: :skull: I think I'd prefer the game without the critical time mechanic because it is pretty chill otherwise.
@maaxoom Thanks! Yea you're probably right - live and learn right :)
Gameplay: Very impressed with how much you have going here. Quite a lot of interesting stuff. Minecraft vibes, but also the Urn and shrines and stuff, rotating blocks, oxygen, and so forth. Impressive, however i think its tough to enjoy these mechanics right away because they are introduced at an alarmingly close rate to one another. More on this in UI section:
UI: To be honest, too much text. The font is tough to read, and the disclaimers/tutorials pop up too much. I know there is a lot of mechanics you have (which is very impressive, again), but it makes for a very reading-heavy tutorial which is not ever a thing I like having to do. Aesthetically, the font you have chosen matches the blockiness of the graphics, but I actually would have preferred a more pleasing font to the eye since you have so much text.
Audio: The song is actually really addicting. The sound effects are solid. Turning off the radio is such a small touch but I really like it lol.
Overall very impressive, i think most of the issues i have are because you didn't have enough time to create a proper tutorial or pace your mechanic introductions. This stuff can all be fixed easy post-jam. Great job, and sorry if i was too harsh!
@william-corrin Thanks man!
An impressive amount of content to have made during a jam!
I got stuck inside a pit a lot of times and that often lead to having to restart the game :( Wish there was a jump to at least go up 1 block.
@candlesan - Thanks! I can understand that desire however not having jump was a crucial part of the experience since if you can jump a single block you could easily build "stairs" and not have to use the ladder system and it would be a lot easier to bypass the oxygen system as well.
I like the concept of this and it's well polished with the graphics and music and everything. The core mechanic of having to move the blocks around just felt very tedious to perform though; especially when trying to climb out with the ladder. It might work better if you had a small inventory you could manage instead of just a single block.
@bentglasstube thanks! Definitely would have loved to polish it more and make things smoother
This game is really well done. A bit complex for my own taste, but interesting. Good job, especially for a compo game. Obviously with a game this ambitious has a lot of opportunities for polish. You can work on those later and evolve this into an amazing game! Keep it up!