FoonLudum Dare ExplorerLD48 → Falling Dwarf

Falling Dwarf

By garywiss, harusame, arista, Floya, gcake, Kafuka Palazzo and Icehunter.wm

View on ldjam.com

CategoryRankScoreCount
Overall964.1540
Fun954.0740
Innovation2513.8741
Theme684.3442
Graphics1734.3540
Audio2453.9139
Humor2453.6639
Mood3663.9339

Comments

shieldssounds 2021-04-27 00:38

dang.. how did you make this in just 3 days.. great job!

zeoxo 2021-04-27 00:40

Wow this is incredible! So much content for a Jam game!

xiahouheshuo 2021-04-27 01:01

Wow,this game is very high quality!So cool!

mexou 2021-04-27 12:13

Sacré boulot, bravo à vous :v: C'est très très sympathique à jouer avec de bons moments bien réjouissants J'aime beaucoup le concept, et je trouve que visuellement ça marche plutôt bien ! (les screenshots me faisaient craindre un peu là-dessus, surtout par rapport à la vue vs les sprites 2D)

* Si je prends la core loop, pour moi la phase jetpack est plutôt faible par rapport au reste : la descente est très satisfaisante, looter en masse et descendre de plus en plus bas c'est super et ça donne envie d'aller toujours plus loin. MAIS, quand je voyais le compteur des mètres monter, je commençais à suer en imaginant devoir tout remonter en jetpack. La vue pendant la remontée n'est pas assez bonne pour anticiper les obstacles, il n'y a de toute façon aucun enjeu ludique car se prendre un obstacle nous fait juste ralentir : le principal objectif est de perdre le moins de temps possible, c'est juste au mieux "ok" et au pire très frustrant car on peut rester bloqué assez souvent à cause de la caméra trompeuse * Attention, en si peu de temps je comprends qu'on puisse pas tout remettre en question comme ça, et franchement la loop est quand même bien pensée et très cohérente ! C'est juste que voilà, à 1km de profondeur j'avoue m'être posé la question de plutôt mourir pour remonter plus vite au lieu d'utiliser le jetpack ! * Si on poussait le concept pour améliorer la loop, en piste d'amélioration je remplacerais cette phase par des espèces de paliers (qui prennent tout l'espace et donc sur lesquels on est obligé d'atterrir) à certains métrages précis (par exemple 500m, 1km...). On pourrait alors affronter un boss qui permettrait de casser débloquer la suite de la descente ET un élément genre trampoline qui te ramène en haut en cutscene si tu sautes dessus * Avec un élément comme ça, on comblerait peut-être l'autre défaut que je vois au jeu, à savoir qu'il n'y a pas vraiment d'objectif final. Là, on pourrait imaginer une créature finale à 2000m qui garde le minerai légendaire que recherche le héros (par exemple ?)

Bon c'est des retours comme ça, surtout parce que j'ai adoré le concept et que j'aimerais en voir + ahah !

Encore bravo à l'équipe, c'est vraiment super ! :)

redsorel 2021-04-27 14:28

So many work in there. First, i love the graphics. Slims are really cute and our hero looks great. Shop is well thinked, and push you in the farming hell. Difficulty seems fair to me, i manage to kick the dashing big slime and take some money from it!

I had a good times, dying a lot i confess but i will probably replay it to go deeper and deeper.

brokenmatcha 2021-04-27 16:07

Holala j'en reviens pas ce jeu est trop beau ! Bravo franchement je suis fan !

theapplecake 2021-04-27 16:21

Great great game ! So much done in so little time ! I love the graphics and most of the gameplay ! The only thing that was not so great in my opinion was the camera angle at some times, especially during the jetpack phase. It was hard to land on some platforms i was aiming for as i had trouble reading my position mid air sometimes. Other than that, this is a really cool idea and game !

A final boss could be a great addition, making it so you have to go back and forth to prepare before going to the deepest stage of the hole and end the battle. But i understand that in 72h that was a short time to achieve that so props to you all for this great work !

mrpouletbzh 2021-04-27 17:25

The concept is really great, and you really did a great work on the game! I just think that the controls are a bit "soapy" by moment, I didn't felt that the maniability was always very responsive (especially the jetpack phase for the return which can be really long when you dive pretty deep in the mines). Also sometimes upper platforms can get in the way of the camera, making things almost impossible to read sometimes. But to be honnest, I'd be glad to play a more advanced version of this game, it really has the potential to be a pretty funny and pleasant rogue lite :D Also I had one bug with the camera, after a death when I was a bit deep, it didn't reset correctly on the player and it was a close up on the ground. I manage to go back in the mine anyway and then all worked properly so it's not a gamebreaking bug anyway!

2021-04-27 19:46

Incroyable ! Le jeu est vraiment bien, super concept. Les graphismes sont beaux, le gameplay est agréable, on devine un vrais travail derrière toutes ces fonctionnalités. Bravo à l'équipe qui a réalisé ce jeu, c'est génial !

linky439 2021-04-27 20:29

Incredible work! Amazing to see what you achieved in 3 days.

It is super fun to go down here, and wondering whether you should play it safe to keep your treasure or go deeper to get more of it. Also the rocket jetpack is funny! Great graphics, great audio, great game.

I went to 5876m before dying when my dwarf collided at Mach 3 speed with spikes :D

Congrats!

solweak 2021-04-27 21:08

The theme is exploited in a way that everyone could think of but the implentation give a very unique feels. It's certainly due to the great work of combining 2D and 3D. The air control is enjoyable and good job on the generations of the platform !

Is the music dynamic ? I love the way the guitar sounds.

It's obvious that the game is full of inside jokes, when i saw the ennemy with the sombrero throwing maracas i almost spit the water i was drinking. The most room for improvement must be the camera management. Congrats to the all team for your entry !

wiredoverload 2021-04-28 01:50

Loved the visuals and the complete intro/shop area, it was a fun game to play. I do wish that the camera was controllable as moving backwards towards the camera can be blind while falling, and I also wished there were hazards on the way back up. It also seemed like the actual angle of the player would change when hitting something on the way up, which could cause issues with the player not being able to correct in a certain direction until they hit a wall. Overall great game.

mariszin 2021-04-28 08:20

Super nice graphics. A bit hard to follow where you will fall

tomtomgome 2021-04-28 10:38

Absolutely love the graphics, This 2D/3D mix reminds me of my dear paper mario experiences. The game seems to be lagguy on my computer but maybe this one is on me :thinking: Anyway, had a great time trying your game out :)

skvader-418 2021-04-28 11:04

i am really impressed on how you did all of that in just 3 days, its quite addicting actually, however the camera is a bit too much zoomed into the character so when walking across a spike floor i cant see the enemy thats in front of the trap causing me to fall or die, also some bugs here and there but thats expected ofcourse, really amazing looking particles and graphics. also the game can be exploited by just falling on the corner and i can just reach 4000 meters. overall a fantastic game, i am impressed

alina-baybulatova 2021-04-28 17:23

Interesting mechanics! I really have fun to play this game! Thank you) And so adorable graphic and sounds) Great job!

davision 2021-04-28 17:37

That gameplay loop works really well and the artstyle is pretty unique with that mix of 2D and 3D. At one point I just let myself fall as far as I can get but it seems to be just infinite generated. When I died at ca 5000 meters the camera glitched up when I was back up, It pointed downwards with the character not visible but it fixed itself when I walked somewhere.

gcake 2021-04-28 17:51

@mexou @brokenmatcha @kebestos Merci beaucoup pour vos retours positifs ! Heureux que ca vous aient plu ! :smile:

- En effet, pour la phase jetpack, c'est assez léger. On a priorisé la descente car c'est là où le gameplay réside. :wink: - Ca peut en effet être très sympa d'accentuer les paliers et ainsi offrir plus de challenge au joueur ! (sauf que pas eu le temps haha)

gcake 2021-04-28 18:16

@zeoxo @xiahouheshuo @redsorel @theapplecake @mrpouletbzh @linky439 @solweak @wiredoverload @tomtomgome @skvader-418 @alina-baybulatova @davision Thank you all for all your postive feedback ! :smile: Glad that you liked the game !

- @theapplecake It would have indeed be great to have a final boss, but yea no time haha :sweat_smile: - @mrpouletbzh @davision The camera bug was a known bug but we found out too late unfortunately. We worked on the game until the last hour and it was found at the end. We runned out of time and left it as it is. Although we can't see our character, we just need to go to where is the hole in order to fix the camera back, so it's not game breaking fortunately ! :tada: - @solweak Good job noticing dynamic music ! :smile: It is indeed ! The musics are crafted by our amazing musician @arista !

dans17 2021-04-28 19:28

Fun gameplay loop and upgrade system! I liked how the various platforms were designed, but I would like to see a lot more spikes, particularly on the edges and underneath platforms, as I think this would make falling and jetpacking more exciting and platformy. I also liked the changing perspective and mix of 2d and 3d art, but sometimes it feels frustrating when the camera angle doesn't show enough. A small a tweak I think would help with this is having platforms turn transparent when they are between the player and the camera.

alchemic 2021-04-28 19:52

This is excellent! The gameplay is a bit too easy, but the concept works really well. Sometimes the camera can be a bit annoying. The artwork and music is phenomenal!

itooh 2021-04-30 18:35

Wow, this game has a lot of impressive aspects! The visuals, the camera effects, the evolutive soundtrack... The core loop is also well designed, although I was desperate to find any iron until I reach 600m down and became suddenly rich enough to buy everything in the store (except for one beer upgrade)! But it was still fun overall. at the end I went to 2000m deep, and for some reason was unable to go back home enymore. I guess the dwraf was in too deep in greediness, and just lives close to the center of the Earth now?

There are some quirks though. The attack is a bit weird to use. Slow, with a basic animation, it's not really fun. As for the movements, they are actually too fast to be able to predict where we will land. And more than often I accidentally landed on a hidden enemy that pushed me off the platform. There is also a drift that happen sometimes, I believe it's when we fall off a platform after being hit by something.

But as stated, I still had a very good time playing this game. I'm amazed by how much polishing it has! Congratulation.

tiseno 2021-04-30 20:26

Diamond axe and dash hell yeah baby!

This was simply amazing, everything is top notch, not much else to say.

Btw, the platforms stops spawning at around 30000m depth :P

maniulo 2021-05-01 19:00

It's incredibly satisfying to plummet several hundreds meters down to skip the easier platforms. Didn't expect that returning back will not be just a quick teleport to the surface, using the rocket was super fun as well. I'd probably add more coins suspended in the air so that you'd get more to do when you are going up.

Everything else apart from gameplay is also pretty solid, great entry overall!

pattedecanaard 2021-05-01 19:37

I really enjoyed it ! The amount of content is very impressive for a game jam game and there is a lot of work on all points. I like the graphics and the design of the characters is very clever, it's a good way to win time on animations. Good job !

paulloz 2021-05-02 11:48

Beaucoup de travail abattu pendant la jam a priori, ça se voit. D'ailleurs, pas mal d'éléments du jeu sont très agréables à jouer.

Pour moi par contre il y a un souci de boucle de gameplay. Déjà, le jeu n'a pas vraiment d'objectif. Sauter, miner, remonter, upgrader, sauter, miner, remonter, upgrader, patin-couffin. Le joueur n'a pas vraiment de but et sans but, il n'y a pas vraiment de jeu. Ensuite, il faut se poser une question de rythme, qui est cassé par la phase de remontée. La première fois que j'ai appuyé sur la touche pour remonter, ça m'a fait marrer et je me suis dit que c'était cool. Mais en soit, la phase n'a pas vraiment d'intérêt et est même contre-productive amha : plus le joueur s'évertue à aller profondément dans la mine, plus il est "puni" par une phase de remontée longue et sans enjeu ludique. Si le but est de rythmer le jeu pour que le joueur ait envie de faire run après run après run, il ne faut pas le punir d'être aller plus loin dans sa run. Si le but est de mettre l'accent sur le danger de la profondeur, il faut trouver un moyen de donner un enjeu à la remontée. Des fois, il faut savoir scope-down pour avoir le temps de se concentrer sur le cœur du jeu.

Dans tous les cas, congrats pour le jeu globalement. C'est une entrée de jam assez solide :muscle:

P.S. sans trop de rapport : on peut se faire blesser par un ennemi pendant qu'il est dans son animation de mort, et c'est assez frustrant et injuste :nerd:

harusame 2021-05-02 13:35

@paulloz Beaucoup de chose très juste, on a scope-down justement plusieurs éléments pour sortir le jeu a temps. On avait prévu de mettre un boss comme objectifs tous les 600m environ avec la possibilité de faire un retour rapide à la surface et donner des objectifs à atteindre.

On prépare une version plus aboutie avec un but à atteindre et des petites choses pour rendre intéressante la remontée tout en permettant à certains paliers une remontée "rapide".

Vrai aussi pour l'animation de mort :) On corrigera ça avec 2-3 petits autres bugs.

vladadamm 2021-05-03 23:40

An interesting take on dungeon crawlers & rogue-lites.

Art style reminded me of Evoland's 3d though with the characters & enemies being 2d sprites. The starting area with the tutorial panels & shop was also nice (even if the surrounding forest was bit repetitive), and it was a nice idea to switch between sidescroll in the town and more topdown view in the hole. The perspective was quite weird as if things were distorted, but made it as if you were losing your sanity as you were going deeper.

The core gameplay loop of going deeper, looting & killing enemies and going back to town to upgrade felt good. Though the 'rocket' phase of going up was cool and surprising the first time, it became boring pretty fast especially as I went deeper and it became just a long phase of waiting. Also, the slimes were fine as first enemies, but they didn't present much danger (even their 'upgraded' forms we meet further down) as they're slow, their aggro range very short and your attacks stun + knockback them enough for you to combo them.

The music wasn't bad, but it didn't match well with the setting, as the electro & spanish bits felt unrelated to the game.

Also, found a bug by dashing against the hole's walls which make me go out of bonds & fall next to the hole.

curtis-pelissier 2021-05-05 18:05

J'ai déjà fait tous mes commentaires pendant le live, vous avez fait un excellent boulot et c'est très propre pour un jeu fait en seulement 72h. Quelques légers bugs à droite à gauche mais c'est totalement oublié face à la qualité du jeu.

Je vais suivre assidument vos prochaines productions ! :smiley:

florianduf 2021-05-06 07:02

Très bon concept de jeu. C'est aussi un jeu ambicieux pour une jam mais j'ai pris du plaisir à essayer de descendre le plus bas possible comme en témoigne l'image.

Globalement, l'ambiance du jeu est géniale. Le farming intéressant :) J'ai vu plus haut que vous auriez aimé ajouter un boss et moyen de monter plus "vite". C'est une bonne idée pour ajouter de la durée vie. Car une fois tous les updgrades terminés, le jeu perd un peu de saveur :)

Il y a deux trois petits bugs qui ne gachent pas le jeu. Comme plusieurs fois j'ai réussi à passer en dehors de la map ou au départ à passer sous le sol. Mais bon, on peut rectifier donc ce n'est pas génant.

Un bug plus génant que parfois je ne pouvais plus faire le retour (jetpack) :)

Bref bravo à vous.

deep.png

PS: @arista pour la musique, je suis mitigé. L'électro est très bon. J'adore le passage avec la guitare au air espagnol. Des moments, dans le jeu, ça donnait une impression de "puissance". Ce qui était sympa avec l'upgrade impact. Cependant parfois le côté très électro dénote un peu. Aurais-tu un lien pour écouter d'autres de tes compositions ?

lorwon 2021-05-06 08:31

Franchement , je suis bluffé par la qualité du jeu (Graphismes musique) et la quantité de contenu le jeu est rempli de petits détails qui font la différence franchement bravo !

Frankly, I am amazed by the quality of the game (Music graphics) and the amount of content the game is filled with small details that make the difference frankly well done!

arista 2021-05-07 20:37

Thank you every one for your comments ! We will try to take into account all of your feedback to make an amazing post-jam version (which will be free obviously).

@florianduf Beau score ! C'est vrai heroic-fantasy + electro c'est pas hyper conventionnel dans le jv haha. Si tu veux écouter + de trucs que j'ai fait, cherche "arista time travel" sur youtube et tu tomberas sur ma chaîne avec plein de sons dans différents styles :)

oillen 2021-05-16 00:36

Although there were some moments in the game, that frustrated me, mostly that vision is disadvantageous toward the lower border to the screen , it kept me playing & trying again.

The Falling Dwarf incorporated the theme very well ( :dvd: :dvd: :dvd: :dvd: :dvd: ) by tying the depth of the chasm to your gameprogress. Advincing deeper makes everything more difficult, from retreating over enemies, traps, platforms ... to regain your lost loot.