william-corrin 2021-04-26 05:17
Neat idea. I really like the little tune that plays while climbing!
Foon → Ludum Dare Explorer → LD48 → Lies & Descent
By lazyalarm
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 539 | 3.33 | 23 | |
| Fun | 567 | 3.14 | 23 | |
| Innovation | 342 | 3.40 | 23 | |
| Theme | 314 | 3.78 | 23 | |
| Graphics | 493 | 3.38 | 23 | |
| Audio | 317 | 3.38 | 23 | |
| Humor | 1.50 | 3 | ||
| Mood | 275 | 3.54 | 23 |
Neat idea. I really like the little tune that plays while climbing!
Interesting idea)
I absolutely love first person exploration games. This already gets a win for me. I like the atmosphere, and I enjoyed walking through the narrow tunnels. It fulfills by desire for exploration. I really like how the game teaches you the controls as you go instead of telling the player everything at once. It really lets me take information in one at a time. Awesome consideration for that.
With that said however, The climbing mechanic could have been explained a bit better. Forgive me if I was ignorant, but at first, I was only using left click, but then realised I can alternate between right click. It feels fun climbing across the walls. In the room that has the 2nd occurrence of acid, I died and was thrown back to the first acid room. I was hoping that the checkpoints could have been a little more forgiving.
I really like this. I really felt like I was delving deeper into the cave. :)
@cammin Thank you so much! I definitley should have put more emphasis on the fact that it's a 2 button mechanic. As for the checkpoints, I also completley agree. I couldn't get the the death trigger working how I wanted so I left it, and didn't realize till later that it does still work if you fall far enough. I definitley want to adjust and expand upon this project, so I really appreciate your feedback! :)
Pretty chill game, love the music and the PS1/n64 type graphics. The game was a bit to disorienting at times.
Very cool mechanic with the double pickaxe to climb around! The art was nice and I think it controlled well. It would have been nice to be able to turn the flashlight off, as during the climbing sections it was too bright bouncing off the wall directly in front of me. Great work!
the level design and flashlight holding made me feel pretty clausterphobic, so good job if you were going for that. i got turned around once, but eventually got to the acid lakes. i got across the first one and that felt rewarding, but i couldn't figure out a good way to jump from one pillar to the next, since they have sharp corners, i wasn't able to claw my way around to the other side of them. eventually, i think the acid glitched out and i just walked across.
got to the end, and i seem to have just fallen out of the level entirely, and watched it slowly shrink away into the infinite as i read your "you won message". it was kind of a good, but weird feeling.
i liked the music, but i don't think it fit well with the game. also i don't know what you're going for with the title. what lies?
I love the idea, but the mouse sensitivity and lighting glitch make it hard to play. I'd like to see an improved version of this! I like the low poly aesthetic and you dont see climbing used enough in games. Nice job!
I think in this jam state it's a bit rough around the edges, but honestly? A fantastic idea for a plataformer, very well executed as well, other than what other people already mentioned i would like to add that some platforms and walls and what not really could benefit from a different texture, it all being the same or similar to the walls of the cave gave me heavy vertigo during some stretches. Nevertheless i think you really have something great here, i had a lot of fun, keep it up, you did a great job!
Clever title. Impressive that you were able to make a 3D climbing game in 48 hours. The limited FoV, high mouse sensitivity, and very limited lighting made the jumping puzzle really uncomfortable, and it took me a moment to figure out that I could use movement controls while climbing.
@nohac Definitley part of that was the WebGL build, it doesn't support linear color space and I didn't have time to fix the lighting so it's way way too dark. Definitley will fix that in future builds!
@paetramon I'm definitley going to edit the flashlight mechanics in future builds to accomodate for that!
@sakura_magika I left the world open at the end just for fun, and it's called Lies & Descent because in my planning stage I had a whole story involving some secret conspiracy going on underground but didn't have time to elaborate on it.
@baarmaboi Absolutley with the mouse sensitivity, I'm surprised I didn't hear about it more, but yes that will be fixed in future versions!
@vitor-milioni I was thinking of adding some kind of gradient or fog to the game eventually to fix the vertigo issue.
@impiaaa I should have made it more clear that movement is needed for navigating! Definitley went from 0-100 in that last room with no explanation other than I wanted to showcase the climbing mechanic.
I really liked your game, at first I lost my sense of orientation I didn't know if I was going the right way or if I was upside down, it was good, it brought more immersion to the game, I hope you continue with your project, a suggestion a cave exploration game, this can yield good results in the future, a big hug my friend, I hope to see you in the next Ludum.
Nice little game! I was falling down a lot and had to finish my descent in silence because BGM is not looped. But besides that, it was a nice hiking experience :smile:
Glad I downloaded it the Web version was practically unplayable from being so dark and the mouse very sensitive. The climbing mechanic was enjoyable even though I wasn't very good. The press jump longer to jump higher was good but being a little more forgiving when jumping from the side of the ledge would be nice (https://www.youtube.com/watch?v=vFsJIrm2btU), I kept falling from the pillar especially the triangular one second from last.
moving seems to prevent death in acid
Cool idea. I would prefer a little more visibility, at least at first.