FoonLudum Dare ExplorerLD48 → MagiCave

MagiCave

By srrinio, chrishunk and keven

View on ldjam.com

CategoryRankScoreCount
Overall9293.5027
Fun11403.2027
Innovation9483.1827
Theme3164.0527
Graphics2674.2627
Humor10322.5025
Mood12723.2226

Comments

brigadeirim 2021-04-27 03:25

Great frantic and cute game! Beautiful graphics!

too-lazy-cat 2021-04-27 14:38

Looking good! I like a lot of poofs !

genevieve-phillips 2021-04-27 14:47

I love the arcade vibe combined with 3D graphics - its looks amazing!

itsatony 2021-04-27 14:53

gfx and gfx options are great. music somehow didnt match really i felt. controls were kind of iffy. i did not really manage to feel like i was in control of the character. the "panic" to escape the boss was there and i think with a bit of polishing of the controls this game has a lot of fun-potential!

jamesboink 2021-04-27 15:09

I had hard time getting resources and felt like i had no control over the game. The gfx and audio were awesome tho!

milano23 2021-04-27 16:24

Nice game. Everything went together nicely. Music, fx, movement, it all felt like it belonged in this game. The health bar at the bottom i am assuming was the bosses. I couldn't find one for myself. I had no indication when i was about to die. Good job.

jcmonkey 2021-04-28 07:12

was getting stuck on walls going down alot, and those orbs being able to trap you was wierd.

kapa6uh 2021-04-28 16:34

Looks like release ready commercial product.

ayte 2021-04-28 16:34

Look really nice, i enjoyed it !

laurent 2021-04-29 17:22

Very enjoyable and cool concept ! I would maybe increase the hitbox for getting objects or add an attractor since it was a bit frustrating sliding by bonuses and the game is already quite difficult!

maraz 2021-04-30 10:40

Graphic and game idea is nice but during the game nothing interesting happening, maybe you could have added special skills for main character?

skoobydoo 2021-05-01 17:12

I feel like the movement (especially the acceleration) is like 5-10x too fast for good feeling controls. Additionally, trying to pick up the gems (or even notice they were there--on my first attempt I didn't even realize they were the pickups) was a bit too difficult.

james-macgill 2021-05-02 03:51

Love the look - game mentions getting more powerful but I could not work out how to do that... I did pick up some gems but it was tricky and I'm not entirely sure I followed how they spawned. Trick seems to be to not panic toooo much and let the boss free the gems, would help if they fell I think as they are hard to jump for.

silkypantsdan 2021-05-02 04:29

Great concept - loved the gfx and sounds. Still a bit confused on how the gems worked (though I think a bit more playing and reading others comments will help there), and I had issues with attempting to move, jump, and fire at the same time.

Other than that - great entry!

ultimatewalrus 2021-05-02 04:57

The graphics are neat looking! I liked the concept too, it's nice and concise for a game jam. The gameplay felt a bit spastic, but maybe that's just subjective... @srrinio absolutely schooled me at my own game, so maybe I just need their level of skill to play MagiCave :)

srrinio 2021-05-02 19:38

@skoobydoo @ultimatewalrus @itsatony The "super speed" was a bug and i've figured out when i asked a friend to record a gameplay to make a devlog D:. (apparently isn't a good idea to use Vector3.Lerp with deltaTime ¯\\\_(ツ)_/¯)

ultimatewalrus 2021-05-03 04:34

@srrinio Ah, that makes sense! Yeah I was just getting hyper speed then, my screen is 240hz which may have something to do with it.

There shouldn't be anything inherently wrong with using Vector3.Lerp with deltaTime inside of Update(), assuming you're using it for translation. If you were using it to modify velocity you could maybe get inconsistent behavior depending on framerate. I generally just say screw it and do everything non cosmetic in FixedUpdate() using fixedDeltaTime. It might make it a bit less flexible performance-wise, but for indie games, I'd sooner avoid the grief of variable timesteps.

If you do put out a fixed version, I'd be interested to try it!

mrpouletbzh 2021-05-03 10:58

Great little game, art direction is very good! The gameplay concept is really interesting, I liked that the boss is here from the beginning. More challenging than I first thought, took me two or three runes before realising that we can climb up the rocks, it was really hard before that :sweat_smile:

Very good job, I enjoyed playing it!

srrinio 2021-05-03 13:27

@ultimatewalrus I've uploaded the 0.3 version which was fixed :v (All changes are in the changelog)

recher 2021-05-07 21:30

Nice game, with great graphics and music.

There are many details that generates a lot of frustration, though :

- As said many times, the bonus hitboxes are too small. We are always in a urge due to the boss. That's part of the game, ok, but this urge does not give you the time to calculate precisely your moves and jumps to grap a one-voxel sided bonus.

- The boss has no animation when it is hit. We are always wondering if our fireball did something useful or missed.

- The delay between pushing the shot button and the fireball effectively appearing is too long. This is what gave impression to many players that we have no complete control on the hero. You can add long cooldown after a fire if the gameplay needs it, but not before. Unless for specifically heavy weapons like Doom's BFG 9000.

- The yellow tiny light that is following us everywhere is annoying, and is continuously confused as a yellow bonus.

One last thing, that concerns only a few people, but it includes me : please, please, please, when you use WASD as keys, (or just AD), connect your game events to the KEYCODES, not the LETTERS. The French (and other foreign) keyboards do not have these keys at the same place ! It completely messes up the controls.

domsse-interactive 2021-05-08 22:33

The game looks very nice. The concept is also very great. The music is also very good and fitting.

automatonvx 2021-05-15 00:11

Found this one pretty fun, tried a few times but still didn't manage to beat the boss, agree with all @recher points. Also with all the particles from the exploding bricks its quite difficult to see the boss projectiles I need to dodge, these could also be more clearly differentiated from the other particles and pickups. Also I wanted to be able to kill the annoying orb enemies to stop their number buildig up sometimes as I went down, but as far as I could see my bullets didn't seem to be any good against them. Would have been nice if maybe the boss didn't catch up quite so quickly after a long drop to give the player a bit of a chance to get some pickups before having the floor destroyed. Also I wouldn't recommend putting a webGL build for this kind of post processing heavy 3d game, it ends up not looking so good in browser so players get a lesser experience. Overall had fun, gameplay was good and graphics were pretty nice and over the top.