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Dungeon Painter
Dungeon Painter
By ianthebee
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 120 | 3.90 | 280 | |
| Fun | 171 | 3.78 | 280 | |
| Innovation | 102 | 3.92 | 280 | |
| Theme | 623 | 3.30 | 279 | |
| Graphics | 292 | 3.68 | 281 | |
| Audio | 366 | 3.30 | 274 | |
| Mood | 247 | 3.60 | 276 | |
Comments
Neat! One issue I had with the game is it feels "too zoomed in". You can't really get lots of context for the map, just what's immediately around you. The safest way to progress in the game seems to be to go very slowly to make sure you see all the terrain. I didn't get the sense that there was an alternative play style to "slow and safe". Since you can't SEE anything you pretty much have to move slowly or memorize the map...
@the-neon-shark Totally agree. From a game design perspective, seeing the bigger picture would have been much better. I suppose i wanted it too feel claustrophobic and nerve wracking, but this was not the way to do it. Anyways, thank you so much for playing and leaving feedback!
This was great! Fun, and well-polished. I must say though, the main mechanic of painting the dungeon felt a little useless...? There's nothing stopping you from just going really slowly and painting out everything around you before moving on, so it doesn't really encourage any real decision-making. Other than that, though, this is really really excellent, and I really enjoyed the thing at the end!
@untitled-studios Thanks for the great feedback! It's true that painting the dungeon with the gun feels a bit useless, but i wanted a way to reveal things around you without having to go over it. Thanks so much for your time.
rhewid
2021-04-26 14:55
Great gameplay, nice Splatoony idea. As @the-neon-shark already mentioned, maybe a little more zoom would help. Otherwise great mood and nice final fight. dungeon-painter.png
@rhewid thanks so much for playing my game! @the-neon-shark was definitely right, a camera that wasn't so zoomed would have helped. Thanks for the feedback, and for your time!
Painting the dungeon feels very nice! I like those splashes a lot. Previous commenters mentioned this already, but the feel that slow-and-safe is the only way forward is echoed here, as well. The boss can be cheesed by just standing on the initial ramp and dodging only the projectiles, which makes it a lot easier than intended. Enjoyed the playthrough. Solid game overall!
@toasteater Thanks for the feedback!! Yeah, I'm sort of regretting making the camera so zoomed in. It doesn't lend itself to fun gameplay, and you can't get a sense of the bigger picture. The Boss cheese was known, and was more of an alternative strategy lol. Thanks for your time!
Boss-Fight where you don't expect one :) Good job and nice idea with the paint-mechanics :)
@shaggyfox Thanks so much! I really enjoyed your game too :)
Extremely polished game, the controls feel smooth, the graphics are nice and the idea is very cute. Great work!
ehtd
2021-04-26 18:49
the shooting felt very satisfying, great job.
samurguy
2021-04-26 18:49
the game has a good flow and the random drops are legit kinda of scary when you accidentally hit one. the simple art is really nice and the main mechanic is decent.
mdotedot
2021-04-26 18:56
Great entry. I wish that I knew what was down a pit before I enter it. I tried sparying but couldn't see any 'bad' thing and I jumped .... eh ... that didn't wend so good. I really liked the smaller screen. It was better than the fullscreen version. Apart from not knowing if you are on a good path the journey was delightful. I always wanted to make this kind of thing but CPU didn't allow it. So kudo's on the code. (I don't use construct so I'm not sure if it comes with some mechanic like this). But regardless of that : great work.
My only complaint is some of the blind jumps you have to make. Other than that the controls are good, and the art is simple but works well with the painting mechanic.
@ghost-wave Thanks for the feedback!
@ehtd Thank you so much! I tried to juice this game up a little more then usual :sweat_smile:
@samurguy Thank you! Yeah, the drops were meant to be scary, and im glad you like the art!
@mdotedot Yeah... I should have zoomed out the camera to account for that. Sorry for the random drops!
@unpronounceable Yeah, that could have been fixed with a zoomed out camera
Thank all of you so much for the feedback!
That is a sick idea! I really loved the idea of a pitch black dungeon and you color it.
chiller
2021-04-26 19:18
This was fun, it reminded me of a vr game called scanner sombre in that you have to scan/identify your surroundings in order to navigate.
@mockthebear Thanks!
@chiller Cool! I'll have to check that game out. Thanks for playing!
Fun. One hit death was a bit annoying. But not that bad since you have a number of checkpoints
Great flow, amazing little boss fight at the end. Everything was polished and I have no idea how you pulled off the painting thing in construct. Great job!
vimlark
2021-04-26 19:58
Super cute. The wave attacks were a little tough to see but not tooo bad. Great work!!
very cool! really pretty graphics and mechanics. some of the spikes were rage-inducing lol. i really liked the boss fight, although as others have said, it would benefit from a wider view. :)
@fuzzypurplepixel Thanks. Yeah, the one hit death was intentional, but it is a bit annoying.
@clemonades Thanks for the feedback. Yeah, it took pretty much the first half of the first day to pull of the painting mechanic. There's source code if you want to know how.
@vimlark Thanks, that means a lot coming from you.
@squigglez Thanks! Yeah, the spikes were a bit overkill at time. Also, I'm REALLY kicking myself for not using a wider view haha :joy:
Cool concept, especially the boss! The waves were hard to see
@kroyisyork-games Thanks for the feedback! Yeah, I realized how the waves looked in game after the jam. Sorry about that!
tyaka
2021-04-26 21:02
fascinating gameplay, really cool concept of coloring a location
@tyaka Thanks!
Really great concept, love the take on the theme. controls were smooth, it is a very fun and satisfying even when you die. Love the paint effect and sound effects very immersive. Great entry. I loved it.
@petitpois Thanks for the feedback, im glad you liked it!
zfert
2021-04-27 03:25
Really liked this one! Nice work.
alec
2021-04-27 03:34
I'm super impressed that you are 12 and managed to creat such a polished game! Please keep making games and learning new things because you are great at it. Here is what I really enjoyed:
1)The concept of this game was very innovative. You took a simple platformer game put an entirely new twist on it.
2)The tutorial was straighforward and way better than just reading instructions. I appreciate games that make learning the controls interesting, and you did a great job of that.
Overall, the game felt polished and was super fun to play. I agree with @the-neon-shark that it feels a little too "zoomed out", but that can easily be fixed down the road if you decided you want to keep working on this game.
Great game. I think the zoomed-in view adds to the atmosphere of discovery and not knowing what's next. Yes, there's a few surprise spikes you couldn't see coming, but the save-game implementation made it so I didn't feel too bad experimenting. The end boss took quite a few tries to find a tactic that worked. The spikes seemed very sensitive though. A few times I tried to get as close as I could to make a jump, and it felt like I kept walking into the spike before I actually touched it. Super fun, great job.
Fun game :) I liked the atmosphere, gameplay was good and the idea was superb. Well done ^^.
@zfert Thanks!
@alec Thank you! I started at about 10, and have been trying to improve ever since.
@interface Thank you! Thanks for the feedback. Yeah, I probably should have made the spike hitbox a bit more lenient. Thanks for the comment.
@gonzalo-antuna Thanks for the feedback!
maple
2021-04-27 06:02
I beat it! :> Another fan of hardcore platformers?
chrome_2021-04-27_15-48-56.png
Pretty cool idea, and it enticed me to keep playing until the end. The main issue for me was that I really felt that the paint should stay on the level between deaths, so that there was a more of a sense of progression. Oh and I got a little stuck at the first 2-key door. I didn't realise that doors would need 2 keys by that point.
Overall, it's pretty good. Really awesome that you managed to include a boss in there as well, btw. and nice work with the music and sfx.
@maple Thanks for the feedback! I wanted the paint to stay, but i couldn't figure out how to code it in :sweat_smile:
Great job on this nice platformer. Cool ideas here and there and the boss was scary ^^
joskerdu
2021-04-27 13:39
Great job. I love it... I will have to play some more now that I know there's an end!
@brainstorm67 Thank you!
@joskerdu Thanks ^^
great pollish and visuals, I think it might be a nice thing to add one paint splosh ability every 'life' so you can at least make sure to get a better understanding of your surroundings, without making it cheap. I noticed in the first spike level that though I knew where everything was kinda, I just couldn't find the exit, and such a thing would have greatly helped with scoping out the area without taking away from the premise. Even so, great job ^^ impressed~
@landerack Ah, yeah, It would have been nice to have an ability to 'cheat' and see the whole map. Thanks for the feedback!
korfi
2021-04-27 13:45
I really liked it! Great use of colors, great use of "white space" (or black space, I guess?). In a couple of places I felt like it was hard to see spikes underneath you, because of the platform being too high for the camera to see, same thing with the waves spawning from the boss at the bottom.
Overall this was super fun to play!
@ianthebee Well, I wouldnt say the whole map, but just a small area of your immediate surroundings, that way you can at least figure out where the exit 'isnt'. Either way, great job :D could absolutely expand upon this and do a minigame release
@korfi Thanks! Yeah, the camera could have been more zoomed out to prevent that. Also, the shockwave was way too unnoticeable. Thanks for the feedback!
@landerack Ah, got it. Thanks for the kind words!
Great concept and well made. It's satisfying to shoot the environment and was well polished. Would be cool to see a fully realised version of this game with tweaks to fix some of the gameplay issues, like having to stop and start a lot.
@upcharlie Thank you! I most likely will try to 'remaster' this game in the future.
Very good game! I love the use of color and void!
@rouge-dragon Thanks!
This was a great game. The introduction of new mechanics was well paced. The pixel art was great and the paint spatter mechanic was well done.
The spikes could probably stand out more once they are painted. Maybe a slighyl different shade of purple, or some kind of shimmer effect, just to help differentiate hazards from safe surfaces.
I found the end boss quite difficult until I discovered I could hit him off screen in relative safety.
The volume on the death sfx was a little high in comparison to the other sfx, but other than that audio was great.
I could totally see this being a full fledged game with 100s of levels. Great job!
Very satisfying. There's a bunch potential for expanding on the gimmick too. Maybe different paint colours with different effects, like sticky for wall-jumping.
@ianthebee super cool concept and a whole game, really satisfying gameplay!
@jason-wilson Thank you! I also think that the spikes can blend in a bit too much, and the boss cheese is not that fun. The death effect was meant to be jarring, but was probably a bit too jarring haha. Thanks for the feedback, Jason!
@smelly-games Thank you! I will definitely try to expand this game in the future, thanks for an idea.
@hestrateja Thank you!
Nicely done! The painting effect looks really good. The only issue I had was that it seems like the best way to defeat the boss is to not actually see it, but sit on the spawn and blind fire at it. Still great work though!
@cireneikual222464 Thank you! Yeah, the boss cheese was unfortunate.
mitsouko
2021-04-27 14:49
Cool game and the painting effect is really satisfying! As a very cautious player, I ended up painting around me mostly because I was worried to die (which perhaps should be punished as it made it a lot easier to navigate/not take risks!), but I still enjoyed the game and found the concept really cool!
@mitsouko Thank you! I might add a limited paint mechanic if I expand the game in the future.
i really really REALLY love the game! the concept gives me major splatoon vibes. and the final boss design was super cool. it kinda looked like pearl from steven universe, but thats just my perspective. thanks so much for making this game. its so great that Vimlark acknowledged ur game! keep up the good work.
@galactgames Thanks!
The boss battle was a mite difficult, and the screen was a mite small, but I still loved it!
@wizard-sino Thanks for the feedback!
davision
2021-04-27 16:12
Very cool, its a great concept and has a nice simplistic look to it. There was interesting painting game with that mechanic in FPV before, something with Swan in the name I think though less focused on platforming.
alexdart
2021-04-27 16:21
Really fun game! i loved it!
Thanks, @davision and @alexdart
Love the concept, the hidden level that you have to uncover is something I've toyed with by never sucessfully implemented, reminds me of a game I grew up with on the C64 called "Jumpman". The jumping controls were a little wierd. Space to just would be nice, or right-click since we're already using the mouse to paint anyway. I think there could be some more mechanics to balance risk/reward. Like maybe if the player had a limited amount of paint? or had to wait for recharging? That way they'd want to conserve paint or take their time, and wisely choose where/when to shoot. I also think it'd be cool if the paint was leftover from your last life. Like, a new character comes in and has to follow in the previous one's footsteps. So your goal would be to complete the levels in as few lives as possible, but each lost life leaves paint for the next one to make it easier? Just some suggestions, it's a very good game and I'm actually keeping a tab open to play again later today.
Well done! The game played really smoothly and was pretty fun! I think my two pieces of feedback are that I sort of wished that the paint had stayed down in between deaths, so I didn't have to re-do it if my memory wasn't perfect. Also, there is a section or two where you make a blind jump with no ability to where you would land, which if you forgot to paint it as you fell, you may hit a spike.
All in all though, really fun and I'm glad I had the chance to play!
sadsmile
2021-04-27 16:44
Fun game! The color mechani was really nicely implemented
@shaolin-dave Thank you for the feedback! Yeah, it would have been nice if I implemented more accessible controls, and limit the players paint gun. These are all good ideas, thanks for the comment!
@jokerbomb Thank you! I think the paint will stay after death if i update the game, and the camera will be zoomed out to remove blind drops.
@sadsmile Thanks!
cubex
2021-04-27 16:58
Wow! This game is amazing - I like the concept a lot
@cubex Thanks!
frasse
2021-04-27 17:02
Cool idea! Fun game.
@frasse thanks!
Original concept, well executed, feels solid, has a lot of potential for expanding, the graphics are simple but nice. All made in under 48 hours by a single person! Only thing that remains to be said is: Congratulations! An amazing entry.
sarath
2021-04-27 17:23
So far this is the best game I've played in this Ludum Dare and also this is the first game I've played to the end :D.
@bruno-bombardi Thanks!
@sarath Oh my gosh. Thank you so much! these words are so kind, and i'm glad you liked it!
ondy1985
2021-04-27 17:29
This is brutal :-) Great idea, probably one of the most innovative concepts I have seen. Great job.
@ondy1985 Thank you! Yeah, the difficulty is a bit wack :sweat_smile:
retrome
2021-04-27 17:43
Very nice little game! Fun to play. Initial levels provide enough understanding in controls. The last level fits perfectly into the overall mechanics.
Death sound is pretty loud compared to other sounds.
Great entry!
@retrome Thank you! The death sound is a bit jarring, the sound will be weakened when i expand further on this game.
junamai
2021-04-27 17:52
Awesome game! Nice idea! Was a lot of fun to play =D I thought it was a great challenge that its so zoomed in!
@junamai Thank you! I will still zoom the camera out for the expanded version, but i'm glad you liked it!
Super satisfying to play. Very cool game.
@luc-creationallabs Thank you!
Really interesting I like the graphical style a lot and spraying the paint around is quite fun. Concurring with other commenters that it feels like you have to go really slowly and carefully -- I feel like it's easy to miss the spikes even when they're right next to you. Especially when you discover a new platform by painting its edge, and jump up onto it only to get killed by an invisible spike it's a bit disheartening, haha.
Overall cool stuff though, I really like the concept and I would love to see you expand further on it!
sodaro
2021-04-27 19:02
I found the painting mechanic really cool to use! I mostly died from barely missing a spike with the paint and walking right into it, maybe if they were a bit bigger it would be easier to notice them? Another thing that could be cool is if the paint from when you died remains after respawn, would make deaths less punishing :thinking: Anyway those are just some thoughts, good job on the game!
@cassowary Thanks! The spikes placements were pretty infuriating at times, I didn't put much thought into them...
@sodaro Thanks for the comment! I will definitely keep the paint you produce when you die. Also, the spikes suffered from hitbox problems, making it easy to hit them as the player but not with the bullets. I will fix these issues in the future!
Kirby a day after eating all those enemies
Great job! Simple and super fun! Love the idea Got to the end and destroyed the boss (after some tries). Super cool!
@pedro-miranda Thank you!
Nice work! The game is great, only thing I think I'd suggest is making the music slightly louder. The music volume relative to the sound effects volume I think is a bit low.
nivbeth
2021-04-27 21:14
Woah, I'm just so IMPRESSED! I played it to the end and got stuck like 5 minutes at the final boss stage xD It was so hard for me, but it felt really good when that thingy just exploded (as I did 1038476383 times before). Also the level design is awesome. It was kinda scary to not know what's infront of you so you have to paint the walls like crazy o.o (I did that.) Seriously I was so happy that there where no restrictions for color usage XD Such a nice game, 5/5!!! :)
@norris-eldridge Thank you! Since the music I made wasn't that great, i didn't want the player to have to listen to it super loud, especially since i didn't have time for a mute feature.
@nivbeth Thanks! I tried to juice up the boss kill, to make it satisfying to finally beat. Thanks for the review!
The gameplay is very cool ! sfx and music work as well. gg
jvolonte
2021-04-27 22:31
Very clever! I liked it ^^. Almost gave me a heart attack the first time I ran into a spike
@nyanpierre Thank you!
@jvolonte Yeah, the tension before that first death is real! Thanks for the comment!
oeschmid
2021-04-27 23:30
This is a fun game. I've seen the paint the platforms mechanic before, but I've never been able to shoot the paint, which was a lot of fun. One suggestion I have is to keep the paint around after death, and/or maybe limiting the amount I can shoot paint. Because I could fire paint infinitely, and because it would all go away when I died, I ended up going really slow and firing all around me. It was still a lot of fun even going slow though! Great work.
@oeschmid Thanks! When I expand this game, you will most likely be able to keep the paint after death, and have a limit to how much paint you have.
Really cool mechanic! I'd like to know how you did it?
@flashviper Hi! If you're talking about how I made the effect in construct, I used the paint canvas object. You can check out the source code on the itch.io page.
Amazing game. I Love the game. I am a Unity user. So what is the logic behind adding a splatter effect to a sprite.
Wow very awesome! This is such a beautiful concept. I would also love to know how this shader works.
@nature-studioz Thank you! I don't use unity. I use construct 3.
@evil-villain-games The construct project is on the Itch.io Page. Thanks for the comment!
Pretty creative concept. Having to slowly feel out levels with my paint as I went along was fun. It was a bit on the simple side, with the only other mechanics being keys and spikes. More elements that interact with your paint would have spiced it up a tad. I do appreciate that you took the time to add a final boss though. Overall, a solid entry.
@superpokeunicorn thank you! I will expand on my game in the future, and there will definitely be more paint interactions :)
danvil
2021-04-28 08:18
Nice idea but it was a bit hard to play because space also scrolled the webpage down ...
@danvil Hi, I know it does, that's why there's a full screen button ^^
Adding a timer to see how long is it taking you to complete the game may make it ever more fun as you would try to speed run it. Well done, enjoyed it!
Very nice concept, works well and entertaining to the end! New mechanics come at the right pacing. Found the difficulty just right.
If I had to make (minor) comments: SFX volume is a bit high compared to the calm music (dying one). Also found it a teeny bit tedious to re-paint the level every time I died, though I can understand the choice. Paint disappearing gradually with a timer might work?
Anyways great game, had fun! Thanks for making it!
With more time to do a proper graphics, I could see myself buying to play this indie game ! Really nice !
@taran-unraveler Good idea! I'll add that in the final game :)
@bidentworks Thanks! The dying sound effect is a bit jarring, and the music a bit quiet. The paint will most likely stay, to give a greater sense a progression.
@lucky-trident Thanks! That's really kind of you to say :smile:
Awesome game! With some tweaks to the way you do difficulty, this could be great.
My main suggestions are: - Keep the paint in the world after death (but this has been suggested a few times) - Maybe have the outlines of shapes appear over the splat effect? I found myself dying a lot to shapes I just couldn't read because the splat effect lingered for too long. - Reduce the number of blind spots, OR, keeping the persistent paint idea, make the paint you splat when you die red, so I know there's danger there on the next run.
Those are only suggestions though, this is a solid game for Ludum Dare, especially for your age! Keep going with game development, I think you'll be great at it!
Ay Oh! For a 12yo you did an incredible work, I'm really impressed! The game is looking very very good, I really like it.
A platformer with a great mechanism, I love it.
zhi
2021-04-28 14:33
Interesting game, the spikes inside is very confusing, play to the back of the fear up, no longer dare to reckless. Expect to extend and make more diverse games.
@tom-robson Thank you! The paint will be kept in the game after death, as suggested, and it is probably a good idea to highlight the thing that killed you. I like the idea of red paint. Thanks for all the suggestions!!
@stroe-andrew Thank you!
@zhi Got it. I couldn't really understand your comment that well, but I think you mean that the spikes are too random, and instill too much fear into the player? Thanks for the comment anyway!
zhi
2021-04-28 14:44
@ianthebee No, I mean, the sense of immersion is great!
Okay real talk, are you actually 12?! If this is a solo project, and you're 12 years old, you've got some incredible talent. You show a head for game design that people twice your age don't have. I felt the music was engaging and lead well to the mood. I actually felt the game's zoom was fine, it just shows up small before you full-screen it. I am deeply envious of your talent- even done in Construct 3, this still shows an excellent hand at design and aesthetics. Keep it up- I'll be watching for your next submission.
I'm not exaggerating- you'd do well to consider a career in indie game dev. You've got a great head for it.
@iron-leonem Yeah. My mom made me start a coding class at 10. I found myself loving making games, but hating writing syntax. So I switched to an engine more focused on design, and on Christmas, I got a license of Construct 3. I've been using it a lot since then, and I've loved using it. I'm trying to make as many small projects as I can to improve my skills, and maybe make a little dough :flushed: Thanks for this comment, it was very kind!
@ianthebee I used construct 2 on my first game jam- It's a great way to focus on the actual game design. I'll tell you, eventually you're going to want to stretch in to actual coding- Construct can do almost anything you want, but you have to sometimes convince it through some workarounds- programming will allow you more direct access to the inner workings of your project, but until you need it, I can't wait to see your next Construct game. Good for you, bud- you should be very proud of what you were able to accomplish. Just don't rest on your laurels- go get the next one :)
@iron-leonem Cool! Yeah, I'm glad I was able to learn syntax, so I can use it when I need it.
meep
2021-04-28 15:12
This was a lot of fun! Like others suggested, paint staying down between deaths would help for people casually playing through while not taking away from someone rushing through with minimal paint- perhaps the character can even make a little splat and leave a mark where you died? Anywho, this is minor and it was great even without that :)
yamzho
2021-04-28 15:13
One of the best games I played so far. It is really satisfying to paint everything ! Well done !
usenrame
2021-04-28 15:13
How the painting system made? It's looks really interesting! Love that game concept!
Really cool idea and great execution! Go for that post-jam game!
@meep Thanks! The Paint will stay in the final game.
@yamzho Wow! Thanks!
@usenrame Basically, When the paint object touches a wall I make a splash, and make the part of the splash overlapping the wall visible. DungeonPainterExample.png
@arttu-halonen Thank you! The Post-Jam game is already in development :)
The spikes are a bit hard to avoid and see, but painting everything is fun. Well Done.
todward
2021-04-28 15:28
What a great idea. Curious what a polished Post-Jam game will look like und what additional ideas you will incorporate.
Unfinished swan but as 2D platformer? Sign me up. I'm really excited for the post-jam version.
This was fun! Let's call it "splameatoon boy". I don't know how long I enjoy that mechanic, but it was fun for this duration and the end was a very nice suprise! Good job!
Nice entry. It was really nice to have new mechanics introduced one by one. Spikes were sometimes a bit tedious if you missed a spot, but overall it was quite enjoyable.
Nice! Great production here - especially in the design of the progression. You've got a good sense of design, and I kept pushing forward with it slowly.
phlebas
2021-04-28 16:09
Great game! I feel like there might be the opportunity to create even nicer visual effects adding different colors (for example, the keys could splash around some yellow when they are pickd up, and the final boss bullets could also splash colors around when they hit the wall).
@she-wrote Yeah, That's True. Thanks for the comment!
@todward Thank you! I'm working on the Post-Jam version right now.
@wandersen Never heard of that game. I will look that up later. Thanks for the comment!
@timtipgames Thanks! I'll be sure to introduce unique ways to use paint in the post jam game.
@krammetje Thank you! Yeah, spikes are a bit annoying
@devmerlin Thank you!
@phlebas Thanks! more particles could have been used, and I might add random colors for every room.
THANK YOU ALL!
Cool idea and nice implementation of the paint mechanic. Dying to a missed spike at the end of the room is a bit frustrating, other than that was really fun to play!
Wow, really cool game! Felt like a mix of splatoon and any platform game! I also like the mood of the music!
@moritz-jaeger Thank you! The spikes are a pit frustrating, I agree. That's why I tried to make the rooms a bit small to account for that.
@martin183 Thanks! Im kind of a huge beginner when it comes to music, so I tried to make the best thing I could. Glad to hear it sounded okay!
Really Enjoyed the game! it could be interesting to see an easy gamemode in the future where splashes caused by spikes create a different colour and persist post death, so you can learn the levels better, then maybe a hardcore mode with no persistence to challenge your memory. Great job on this entry!
devastus
2021-04-28 17:53
Nice! The paint mechanics we're fun, but as some pointed out already, it did kinda start feel a bit tedious since due to not seeing around much you'd just take it slow and paint around as much as you can, all the time.
I presume there's a lot you can do with these mechanics though, so great potential there. Well done!
@inappropriatename Thank you! I'm liking your ideas
@devastus Thank you! The slow and steady feel definitely dragged down the experience.
jusw85
2021-04-28 18:29
This was a great entry! Short and simple with a well done mechanic. Few comments: you might want to inform player and you can hold left click, I didn't find out until the boss stage, before that I was spam clicking everywhere. Also, there are areas where I felt I had to make "blind" jumps, since I couldn't shift the camera to look further. Otherwise, I loved it!
@jusw85 Thank you! I will inform the player he can hold, and I might play with making the camera movable.
stuartc
2021-04-28 19:22
This is really cool! I agree that the paint feels a little useless, but at the same time its a really cool mechanic and its more that you didnt get the chance to explore level design (I ended up in the exact same problem, cool mechanic but no time to make levels good enough to show it off). I liked that you splattered paint when dying, which could maybe be a cool mechanic where it paint the areas you died so you see them next time. Overall, great job
@stuartc Thank you! The Paint is there to provide a way to safely reveal your surroundings. Level design wasn't the easiest in such a short jam, but I tried my best!
xparker
2021-04-28 19:30
Didn't read all the comments, but a nice idea. The boss fight is easy as soon as you notice that you can just lob the paint out of the screen :wink: Love it though.
What a great mechanic to discover the levels. Really well done!
@xparker Oh no! What comment did I miss? :frowning2: Thanks for the comment!
@heidelbert Thank you!
iuunno
2021-04-28 19:34
So fun! The paint shooting mechanic feels really satisfying. Its frustrating to die to spikes you cant see but its not too punishing to die since the levels are short. Good job making a lot of levels. The final boss fight was really fun! I beat it by jumping on top of the ball that smashes and shooting it from there.
@iuunno Thank you! The spikes are frustrating, but i'm glad that was weakened by the short levels. The Boss fight was whipped together in the final 2 hours, but it turns out a lot of people actually liked it!
xparker
2021-04-28 19:37
@ianthebee Not you, I didn't read all comments :laughing: sorry for the confusion
@xparker Oh :rofl:
Great job making a fun game! Having a more zoomed out view would be nice if this was a longer game, since I felt a little strained at the end trying to look ahead, but the levels are short enough to memorize for the most part.
Fun little game with an amazing concept. Shoot paint around you to reveal the level. I love the idea. It made it a tense trip.
Oh, that was a really nice entry! Very well done! Super polished, I felt like I was playing a normal game, instead of a jam game, if not for the duration of it. Awesome job!
caiolima
2021-04-28 21:09
Congrats for the entry! 'Super meat boy' meets 'Unfinished Swam'!
This is actually fantastic, satisfying immeadiate gameplay, good looking, very polished. I would happily sit and play this for hours
briibot
2021-04-28 21:28
A very short, smooth, and easy to play game! The art assets were wonderful to look at and ran easily, and for such a simple premise, it was very enjoyable game - I could easily see it going on to unfold into a much longer and expanded game, so great work laying down an enjoyable base!
It was well developed for a 'look before you leap' kind of gameplay, and I appreciated a lot that with the premise of that, you weren't too unforgiving with the placement of spikes - it wasn't the kind of game I felt was punishing for not inking positively every surface along the way! Much appreciated, and it certainly added to my experience that there weren't spikes coating every surface after they were introduced!
The boss fight was simple, but a fitting conclusion to what the game had built up along the way, and defeating it certainly lead to a much more satisfying conclusion than it would have had without - kudos to putting it together in a short two hours!
All in all, an excellent game, and I can't wait to see what other types of games you put together for further game jams! Great work! ☆☆☆☆☆
f1refoks
2021-04-28 21:29
Super cool, bravo
Very good game! The only thing I found to be a bit annoying was that sometimes, spikes kind of looked like tilted platforms. Well done!
frokes
2021-04-28 22:50
The color shooting mechanic is super cool but I feel like the game loop could have benefited from some kind of restriction on how many shots you have. Other than that the game is solid!
galina
2021-04-28 22:55
Maybe you should change some mechanics, but game is good.
@nbumgardner Thank you! In the post jam version, the camera is 1.5x zoomed out :)
@merlinnsound Thanks! I really tried to make a tight little experience as fun as possible.
@landosilva Thank you! I really tried to kick up the post-processing, particles, and juice for this game.
@caiolima Ha! Thanks. I've heard a lot about this 'Unfinished Swan' game. It sounds cool!
@daniel-whittaker Thank you! Stay tuned for the post jam version! My itch.io is IanTheBee.
@briibot Thank you! I'm expanding this game, and I see a lot of potential in this idea! I'm glad I didn't put more spikes. I've gotten some feedback that the game is a bit hard... even more spikes would have probably tanked my ratings a bit. The Boss was something I was hesitant to make, but it seems a lot of people appreciated it!
@f1refoks Thanks!
@nahuelito Thank you! I'm not sure how to make the spikes more distinct in the post-jam... will have to think about that.
@frokes Thank you! Yeah, will probably add a paint limit in the post-jam.
@galina Thanks! Some mechanics will be reworked.
Awesome, I loved it. It's like a crazy 2D version of The Unfinished Swan. Loved the graphical style and the sound was great. No complaints, just praise. Looking forward to the post-jam version.
@quantumseagull Ha! I seriously need to check out The Unfinished Swan, I keep hearing about it everywhere! Thanks for the feedback, I'm glad you enjoyed it so much!
illabom
2021-04-29 03:52
wow this really really good. Awesome concept and amazing execution!
This was a super fun game. I really liked the mechanic. This is the sort of mechanic that really has a big impact on the overall enjoyment of the game since it relies on it so heavily. My only gripe is that spikes sometimes looked like just a hill. It would be cool to make those out of a different material that the paint stuck on differently in some way. But great job!
olddog
2021-04-29 07:01
holy shit!!! very funny game, I like the shooting ststem ,make me feel surprised, the boss is fucking a good design
zeha
2021-04-29 08:16
this game is truly magical! had to give 5 points for every category! big thumps up
solweak
2021-04-29 09:10
Great game, it gives a die and retry feels that you can lessen by shootings paint everywhere, the only weakness is maybe that you have to move quiet slow and be cautious, maybe too much. But that's just my opinion, anyway a super overall entry. Great job !
Really great idea, I had a lot of fun with it. I like the neon glowy aesthetic. It would be cool to have other abilities that might highlight larger areas. Falling from a height or something causing a splatter of paint, for example. My only critique would be that some of the sounds get a little old, namely shooting, and that the death sound is sort of terrifyingly loud.
@illabom Thank you!
@tanner-shelton Thank! The spikes are pretty hard to distinguish at times.
@olddog Thank you!
@zeha WOW! Thanks for the great rating my friend!
@solweak Yeah, the slow and steady nature isn't exactly the most 'fun' thing. Thanks for the comment!
@arancutter Thanks! The death sound has already been lessened in the post-jam version, and maybe i'll have a random shoot sound effect every time you fire :thinking:
wakobu
2021-04-29 16:59
The particles and painting system is very nice ! The problem is that you have to run very slowly to anticipate the spikes, that's kind of frustrating. The theme is not very strong as well. Good entry overall ! Congrats !
Hehe, our games have a somewhat similar core mechanic. So naturally, I love it. And your game looks gorgeous as well. High marks all around. :thumbsup:
@wakobu Thank you! The camera in the post-jam is 1.5x zoomed out, making spikes a bit less unfair :) The theme was something that wasn't very well implemented.
@charliegray Wow, really? I'll check your game out! Thanks for the comment!
duvey
2021-04-29 19:18
Great job! Really fun mechanic! I agree that have something to push you forward like limiting paint is a great idea.
@duvey Thank you! The Post-Jam game is going well :)
pkenney
2021-04-30 02:21
Wow even an epic boss fight at the end! Really nice work!
This is an impressively well-rounded entry. It has an effective graphical style, an interesting core mechanic, nice sounds, and even music. I was surprised to see it's your first Ludum Dare, but I checked on itch and saw that it's not your first game jam.
I mostly liked the controls. They definitely didn't get in the way, and were solid. I'll mention a couple of minor things that I would have appreciated having: I always like when the jump is a bit more expressive by letting me vary the height based on how long I hold the button down. The other one is "coyote time" where you can still jump for a just a moment after you leave a platform. I definitely got bit by that one a few times in this game. No big deal, just a couple of minor feelbads that didn't really get in the way of the fun.
The slippy-slidey inertia, which I don't like in most games, I think I liked here because the character is a ball of wet paint, so I think the charming characterization of sliding was worth the lesser control.
I started out in level 1 by playing carefully and taking specific shots, and moving through areas that still had a lot of dark. But once I started dying to spikes I wanted to get much more coverage before proceeding, so I started experimenting with the shooting controls and discovered I could just hold it down. I probably never let go of the button again, which was convenient but I missed that cool experience of walking through half-painted terrain. I wonder if spikes is really the perfect hazard for this game. Maybe there are enemies that encourage you NOT to paint, like they wake up when they get wet or something, I dunno.
This is a really good entry with a strong core and a lot of charm, really well done.
@pkenney Thanks! I was planning to add coyote time, but TOTALLY forgot. Sorry about that! The slipperiness of the player was intentional. I'm glad you liked it. Spikes are bad because they're totally static, and frustrating to get hit by. I will keep them, but the enemies idea is great!
squidly
2021-04-30 02:40
Fun idea! The camera is a little rough and hides important details even after they're painted (floor drop into spikes right from the door, the main boss, etc.) so just be mindful of that.
@squidly Thanks for the comment! In the post-jam, I might add the ability to move the camera...
heiach
2021-04-30 02:58
I loved the concept of revealing the level with your paint gun! I found it quite hard though, I kept oofing into spikes :(
@heiach Thank you! Yeah, I saw your stream. Spikes will probably be lessened, and I might add enemies that glow.
runuchok
2021-04-30 05:18
Liked amount of work put in game! Even boss fight at the end! But here some points: I think main mechanic is used in wrong way) It’s like “Haha! Trolled ya! Here big pit of spikes! You don’t know it's there!”. If so, maybe leave at least death paint splatter after you restart level (all the paint you shoot can be removed). And if you will improve or develop the idea, take some notes from portal’s gels mechanics! That would be awesome! Overall great experience! Thanks for game!
super cool mechanic ! might be pushed to create tons on puzzle ! great idea
@runuchok Thank you! I'll take some notes from portal's design... Thanks for the advice!
@fpi'Thank you!
Nice game! I feel like precision platformers like this one should feature less momentum though
@cornflowerblue Thank you! The momentum thing is true
felo07
2021-04-30 22:08
fantastic game, everytime that I was jumping on the spike I was frightening hahahaha loved the mechanic<3
I was curious about this game as i've made a game with painting the environment mechanics in a previous Ludum ([LD46 - Chromasphere](https://ldjam.com/events/ludum-dare/46/chromasphere])), and well I think you nailed it better than me there.
Moving on to the review, the controls & base mechanics were well implemented and have a nice feel. Graphics despite being simple & minimalist work well due to the particle effects, and the small animations on the character. Title & end screens were also pretty.
For the downsides : - As i think it was said already dozen of times, being able to spam without limits kind of kills the whole 'discover level' mechanic as we can just shoot everywhere to make the whole level visible. - The level ends weren't obvious until the later levels with keys as there's no way to know whether we're in front of the level's end or another part of the level. - It also lacked a way to know how many keys were needed to unlock the path to next level. - Boss starts attacking you before he first appears on screen on last level. Makes you wonder why you died, would be better if there was some sort of cinematic or other to warn you (the bipping sound of the attack isn't enough as you have no clue as to what is it at first). - On a last point, i feel like the game doesn't relate much to the theme. Ok, you could say you go deeper into a dungeon, but it's pretty weak by itself.
Still, a good compo game overall. Mechanics & game feel are good and if you decide to keep working on it after the jam, it's a great base that can be made into a bigger & better game.
@felo07 Thanks!
@vladadamm Thanks! I saw your game, and I agree the mechanic was very similar. Thanks for the feedback on the graphics. I added many particles, and lots of post-processing. Being able to spam has been removed in the post-jam. It was something that kind of bothered me, but didn't have time to remove. The level ends didn't have a sound effect, fade out, or anything. That should have been fixed. Boss starting was something I also didn't like, and is something I also couldn't fix in time.
asue
2021-05-01 13:11
The concept is sooo good, I love it! The effects are really neat and pleasant. I also like the art style of the game. Well done :)
I liked this game very much, the art while being simple works extremely well. Those glowing effects are nice and I think it's cool that the graphic convey enough information on very small resolution, while still looking great in full-screen. The gameplay sometimes felt a little bit punishing when you couldn't see spikes, because they are outside of your screen. Nice job on the audio, I like the music.
tanis
2021-05-01 16:15
Reminds me of Ink! Very well done and polished for a compo entry, grats!
tezza48
2021-05-01 17:17
Paint's not used all that often so it's nice to see it here. The controls are solid and the level design has all of the good things you want. I especially liked that for one of the levels i see the key as i fall in so that i know where i need to eventually get to.
The boss fight doesn't use anything the player's learned from the levels other than shooting, it would be nice to see painting and platforming being a part of the fight.
Cool concept, great execution. It was so satisfying to paint the whole level. The art was simple but effective. The music was a bit repetitive but the game isn't that long anyway.
Great entry, congrats!
@asue Thanks!
@skosnowich Thank you. I'm glad you were fine with the very small 200px200p resolution. The spikes were a bit unfair, so I made the camera 1.5x zoomed out in the post-jam. The music was whipped up in beepbox in 10 minutes. Glad you still liked it!
@tanis Thanks!
@tezza48 Thank you. I wanted the player to paint over the bosses eye to block it, but I couldn't figure it out. Maybe in the post-jam.
@asdehielo Thank you. The music was only 4 measures looping, I made it waaaay too late.
Cool game ! Everything was well made and the controls were satisfying to use. If i had to change something, i would maybe just lower the size of the spikes to make it easier to jump over them at some points but i'm really nitpicking to find some advice here haha
I couldn't finish because i had a weird bug (HTML version) where the second door that requires a key wouldn't open even though i had the key. But great job !
@theapplecake Thank you! The hitbox of the spikes are a bit too big, I agree :) The reason the second key door didn't open is because there were 2 keys. If you got both the keys... I gotta fix that :joy:
xpoho
2021-05-02 09:50
I want it painted black...
В черных глубинах неизведанных пещер покоятся секреты, недоступные простому смертному. Лишь самые смелые и отважные герои, способные преодолеть непроглядную тьму, смогут достичь конца и выжить.
Спасибо за игру ^_^
@xpoho Um... I had to translate it, and yeah, that's the game! (Translation: "In the black depths of unexplored caves, secrets lie inaccessible to a mere mortal. Only the most courageous and brave heroes, able to overcome the impenetrable darkness, will be able to reach the end and survive. Thanks for playing ^_^") I mean, your welcome? I guess???
I like the idea. It reminds me of Unfinished Swan a little.
@siberpunk01 Thanks! This is the 5th time I've heard of 'Unfinished Swan'.
All in all, this is a solid little experience and very attractive visually! There are some sticking points I'd like to point out though. The coloring mechanic is awesome, and looks very cool, but lacks a complimentary mechanic to help it drive the gameplay. Anything that would either force you to move more quickly, or just a simple limitation on the amount or frequency of shots, would elevate this game a lot in my opinion. In addition, the recurring leaps of faith did little for the game, and even kind of clashed with the coloring mechanic. I'd say that if those exist they should either always be safe, or alternatively used intensely to take the game in a Super Meat Boy direction of quick iterations while getting to know the level and recognize its patterns. Still, despite those small issues, this is very impressive to have accomplished in a compo! Very good job!
@eden-shazar Thank you. The paint is limited in the post-jam and the camera is zoomed out by 1.5x.
Nice simplistic visuals and meaty sound effects combined with a cool idea make this a very nice entry. The one thing I'm personally missing is urgency. You can (or have to) take it very slow thus giving the entire game a slow pacing. I personally would've enjoyed it more if the pacing was faster, which certainly would cause more deaths, but your paint stays when respawning. Might just be personal preference though.
@54t4nmi5t Thank you! You're right about the slow and steady pace. Maybe I'll add a timer, or even a speedrun stopwatch to encourage faster play. Maybe the paint will slowly come off? I'll think about it in the post-jam!
Really cool game! Love the painting mechanic, adds a really interesting aspect to the platforming. The boss fight at the end was a little cramped, but I beat it by hugging the wall, dodging and shooting paint at it till it exploded. Overall really well made! Good work :D
@noteworthy Thank you! The Boss was crammed into the game in the last 2 hours (never a good idea), hoping it would make the game a little less repetitive. Glad you liked it.
mikouaji
2021-05-05 08:50
This was fun :) Beating the boss on a touchpad was tricky but I made it :) Great mood and nice level design
@mikouaji Thank you!
Amazing game. Simple, but really nice at the same time. The painting mechanic is so cool, I wish there was more things to do with it (such as invisible enemies or items that become visible if you paint them, etc.). I loved the idea. I would improve sound/music and also tweak the movement a little bit (i.e. there's a little bit of inertia when you stop moving that I think is irrelevant for this game and needlessly makes you die in spikes etc.) Overall great job!
@jose-bonilla Thank you! I will fix the issues stated :)
Cool game! I like the artstyle and the mechanics.
@thegamerasd Thank you!
Awesome game! I really liked the mechanic of spraying the environment with colour to see where to go. Reminds me of the platformer INK.
mololo
2021-05-11 16:18
I love the concept. The game is well made and the graphics are great. I had a lot of fun playing.
Great game, good job.
Thank you, @mololo and @niall-chandler!
j0ye
2021-05-13 20:17
The camera could have been zoomed out a bit further. Sometimes you had to take a leap of faith. And the spikes could have been more visible after being colored. Maybe inverting their hue or painting them red plus purple would have worked better. Besides that I was really surprised by the great execution of an original idea. The level design was flaw less and the controls were on point. Consider our deal for filled.
@j0ye True! The camera is 1.5x zoomed out in the post-jam, (unreleased). You're right about the spikes, they looked like ramps at times. Thanks for coming through with your end of the deal.
skippuku
2021-05-18 03:02
definitely a really cool effect, but it kind of wore out on me and essentially became "regular platformer but you have to stop ever 2 seconds and mindlessly shoot everything around you". i think maybe some intensive to use less paint and simpler level designs would help.
@cymansap Thanks for your comment! I totally agree with your comment, painting was mindless, and boring and tedious. More level design elements or a paint limit was needed. (It's in the post-jam :])
limbo
2021-05-18 18:10
This one was really fun to play and well thought. I liked everything here. I hope you find my critique useful.
@limbo Thank you!
Just checked out the source code, thanks for the C3P file! I was interested to know how you made the painting mechanic, I see that you used a DrawingCanvas. Good idea making it paste splatter effects onto the DrawingCanvas, I played through the whole thing and it works flawlessly.
@peace-of-cake-games Hi! The source code was required for the compo, so I included it :)