cubex 2021-04-27 01:26
A decent game! Well done
Foon → Ludum Dare Explorer → LD48 → Deeper
By Borabee, hgushi and Joao Pedro
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1845 | 2.62 | 26 | |
| Fun | 1784 | 2.50 | 26 | |
| Innovation | 1663 | 2.60 | 26 | |
| Theme | 1647 | 2.89 | 26 | |
| Graphics | 1493 | 3.04 | 26 | |
| Humor | 1259 | 2.22 | 24 | |
| Mood | 1771 | 2.34 | 25 |
A decent game! Well done
The game was a little frustrating to play because it felt like I was running in molasses. I liked the character design, it was interesting
Loved the pixel art. I agree about the character being too slow.
Awesome pixel art! Cool wordplay with the characters D-P-R spelling "Deeper" hahaha, it took me a while to realize. Nice job!
Pacing could be better, it feels really slow to play. I love main character deign
Great job!
Did you... ran out of time? ... or did you forget to update?
I was playing this and I found a lot of problems... in every section. I really don't want to be harsh but I do need to point out **and you need to fix them**.
* Level D * It's impossible to complete. That's mainly because of the D coin * When you dash you literally just add position... to the right. * You dash to the right... when you move to the left... * Did you mean to add speed? * An indicator for how many D coins would be nice. * The long jumps are impossible to go through * Level P * Holy heck a stop time mechanic, nice! * The P key is so far from D and R it's not a good idea, especially if you want to mix up mechanics from both D and R * An indicator for the time stop would be nice. * Level R * Why can't you jump in run mode? Seriously. * So you just want them to run towards spikes immediately. * You cannot perish in Level R, because of actual programming bugs found below. * All levels * The wall collisions shouldn't work like that. Don't do precision collision based on sprite. It's supposed to be flat to get the best result, and not stop them mid-wall. Good job not allowing players to jump again though until they land.
A lot of these could be found when you playtest.
Actual programming bugs, both in Level R: ``` ERROR: emit_signal: Error calling method from signal 'death': 'Viewport::death': Method not found.. At: core/object.cpp:1260 ``` ``` ERROR: Node not found: Area2D. At: scene/main/node.cpp:1381 SCRIPT ERROR: _physics_process: Attempt to call function 'get_node' in base 'null instance' on a null instance. At: res://Assets/Enemies/0.gdc:20 ``` I clicked because the character designs are so cute and it could be definitely be an attraction to everyone but the game itself does the opposite. It's much more a shame since 3 people worked on this. I do hope you fix these bugs to make them more accessible to everyone.
Nice witty play on D, P, and R though. Deeper... Heh!
Hey @fiakaiera thanks for your feedback! I'm glad you liked the art and characters. This was our first game ever* and we couldn't work on the game fulltime during the jam because of school and work, so sadly we did run out of time towards the end... :( There's still some time to fix bugs so we will take the points you mentioned into consideration and perfect it when we can! Thanks again!
*I specifically have done other jams on this site but this was my first time as a programmer
Thank you for telling this was your first time, @borabee. It's quite a shame that school and work got in the way. Hopefully all of you get some more time for next time, and maybe by then you would get a lot more experience on handling Godot and all of its intricacies!
But yes, do try and take some time and fix said problems for everyone else when you can! Thank you for taking my advice into consideration and I do hope you fair better in future endeavors~
Liked the art and the sound design. Physics are a bit wonky though, making things way harder, but I did enjoy it. Nice game.
fiaKaiera's comment is pretty much all the technical feedback, i'd like to reiterate all they said but I want to add first that it's kinda strange seeing the shadow jump up along with the character xD but more importantly on the D level a quality of life improvement would be the platforms being exactly as far apart from each other as the dash covers, would make it more pleasant. All that being said, I LOVED what you were going for here, each character having a unique mechanic, the cool little platform levels... it kinda feels like a metroidvania in a way. Also the art and sound are lovely and very characteristic, you guys did great!
nice little platformer. I appreciate adding a few special skills, it will liven up the game well. The music does not offend or inspire. But I really liked the graphics.
Fun little game. I found having the ability keys (D & P) at opposite ends of the keyboard awkward
For all the harsh comments you're getting, I'd like to say that I really didn't find the original version nearly as bad as the comments made me think it would be! Sure it was rough in a lot of spots but I honestly think that what you put out was fine for a game jam. It's a game jam after all, not something you had 3 years to work on!
I really liked the idea of collecting power ups that had charges, with different abilities. I think you could do a lot of really cool puzzles that could be solved in a number of different ways with this system.
You sure pulled some harsh critics, though =). Good job on the game
Nice concept. I like the powerups and the style, but the tilemap seems a bit wonky as well as the physics. The combination of slow movement, instant death, and the somewhat monotonous music made me not really want to keep playing. However, with some more time and tweaking I think it could turn out pretty good.
Thank you very much for your sincere opinion @t-c, it is our first game jam ever (except for @borabee but it was her first as a programmer)and it was made in such a hurry, since we were busy with college and work. It makes us so glad that you enjoyed it :laughing:, thanks again for your review and we will try to fix some of those things you and others mentioned.
I agree with most of the feedback you've gotten so far. Special abilities were nice to change it up from a bland platformer, physics might need a little polish, as well as pacing.
The art and music and core idea is really great! And considering how little time you had to put this together, you should be proud of a job well done!
One thing I haven't seen mentioned yet, it was counterintuitive for me that I could touch the enemies (love that you pit letters and numbers as mortal enemies :laughing:) from the side and be just fine, but if I landed on them from above, I died. I got over it but I guess that's just expectations from other platformers.
Just a heads up, with background parallax, you want the background to scroll *slower* than the foreground. it looks off in this game as it's scrolling faster. The character has a real fun design, by the way! Nice game.