locustjin 2021-04-26 15:47
Game is great and challenging! I had problem with level 3, maybe i am a bad player.
Foon → Ludum Dare Explorer → LD48 → Deep Dive
By mharitsnf
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 977 | 3.48 | 28 | |
| Fun | 692 | 3.48 | 28 | |
| Innovation | 205 | 3.92 | 28 | |
| Theme | 1488 | 3.13 | 28 | |
| Mood | 1443 | 3.06 | 27 |
Game is great and challenging! I had problem with level 3, maybe i am a bad player.
I love the back and forth gravity inversion gimmick. Works really well! Thanks for making this!
I really like the consept, and the puzzles looked good, and I enjoyed the first couple of levels, but sadly the treasure dropping/throwing thing didn't work :/
Very fun and challenging game. I like the "abstract" runic style of the art. The bubbles are a nice touch. It's simple and all fits together nicely.
I wasn't sure how much I'd like the inverted platforming but it worked very well. The switching was used in a clever way and really made me think. I found the difficulty to ramp up pretty quickly, but it was very rewarding to complete levels.
I'm not sure how much I like the spikes destroying the treasure. I understand it might be necessary but it was frustrating at times, especially when I was carrying it. Of course this didn't stop me from enjoying the experience.
I had an issue with the treasure moving through colliders and getting stuck. It never caused me to be unable to finish a level, however.
Great work on the game, I had a lot of fun.
@ziggykac Thanks a lot for playing! I believe you can throw when you move horizontally and press the throw button, and drop by only pressing the throw button. I tried the game on itch and it's working. Sorry if you find it confusing!
@arancutter Thanks for the feedback! I have to admit it's still kinda glitchy lol, but I'm glad that you liked it.
Cool game, took me a moment to figure out dropping/throwing but after it clicked I enjoyed it
Nice idea, at first I didn't know how to control the box. I like the style as well. Good job!
What a fun game! I audibly said "oh thats cool!" when I picked up the block and I floated to the bottom. Great game feel and controls. Some of the levels get tough! Great work.
Very interesting mechanic for a puzzle game. Nice job
This was a super cool mechanic! And the level design was also on point, I guess you could say there was a lot of *depth* to it :)
I had fun moving through the levels, and the difficulty ramped up quite a bit.
I really liked how cohesive everything looked and felt, stylistically. Solid art direction, and a neat idea for a puzzle mechanic! Having the player dive deeper and deeper underwater was a great use of the theme to provide a straightforward and easy-to-grasp reason for gravity to be inverted until you pick up the treasure!
I thought the main mechanic was clever and the game was very simple and to the point, very nicely done!
This was definitely a real innovative way of platforming! I liked the inverted aspect of the game and how the treasure changed that. The movement felt smooth and the puzzles were fun to solve.
Fun little game with a great mechanic that's very promising. Movement was smooth, until I died because I'm bad, and my guy wasn't deleted. When I died again, the scene transition completely died. The only bug I noticed.
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@yellowsalamander Thanks for reporting this! I'll try to debug this problem. I think I remember having similar problem during development but I thought I had fixed it back then.
I love this mechanic. Very unique entry! It plays very well and I did not encounter any bugs. The only complaint I have is the exit is very off and the introduction of spikes is a little sudden.
@caveman54 Thanks for playing and for the feedbacks!
Neat mechanic! I had difficulty with the difficulty and the controls, especially jumping when I didn't want to when finishing another jump (in a lot of games you need to release jump at least once before it'll jump again) - I was unable to get past the "alternating traps" level, kept either not jumping far enough or immediately jumping after I'd landed safely :(.
Visuals were nice, and it was clear what I had to figure out to solve each of the levels I played.
Definitely a unique mechanic, I enjoyed the game. Then it exploded a bit, which made it more fun (at least for me, maybe not as much for you XD).
Does the game have music? This game would be infinitely improved with music.
Man, what in the world happened on Level 4? The game went from a real casual fun time to instantly impossible. And this is obviously just my personal opinion, but the difficulty curve became a vertical line. Why in the world does the treasure touching a hazard end the run? I had so much fun with the first 3 levels, but suddenly I'm forced to make incredibly precise moves like a kaizo rom hack, and I just gave up after five or so minutes.
I love the gravity switching idea, It's seriously brilliant! Honestly this game just has a really cool idea surrounding it. As others have mentioned, some music / sound effects would've been a nice touch, though it's no big deal. I definitely would like to see more of what the game had to offer, but with just how precise everything had to be with level 4, I can only hope levels after it can find difficulty in ways other than precision platforming. Maybe some cool puzzle segments where the treasure needs to weigh down a pressure plate opening a door or something, and then you need to find some way to retrieve it and still make it to the other side of the door.
Anyway, it's a cool game. Nice work.
@wolfier Thanks for playing, glad if you enjoyed it. No, it does not have any audio at the moment (it was made in a bit of a rush, less than 36 hours XD), although I will try to make some sound effects and musics in the future, probably after the play+rate session ends.
@100th-coin Thanks for playing and for the feedback! I have received some complaints regarding that level, as it became a massive obstacle for a lot of people as well. I have been working on that level to alleviate the difficulty curve and I hope it does the job well.
Finally reached the end.
There's some very clever level design here, which unfortunately is buried in a lot of unnecessary execution challenges. I honestly feel like this game would feel better as a puzzle game and not a platformer game. I don't feel like anything is really gained from having the green and yellow barriers kill you, for example, instead of just acting as one-way barriers that block movement.
The spike obstacles seem to be placed in "annoying" locations that don't actually add to the puzzle or level design but just serve as what I'm going to call an "execution test". The top-most spike in the final level is a great example of this -- from what I remember it doesn't actually impede your path (if it really needs to, it could simply be replaced by a block), and simply serves as a "gotcha" to make maneuvering through the level more punishing. Imagine the feel-bad moment when the player does everything correctly in your level, but mistimes that particular jump slightly, and thus gets the very corner of their sprite caught on the spike.
I will add that the "trick" for level 5 was also pretty unintuitive! I wouldn't be surprised if I was the only commenter who actually finished the entire game!
@ddrkirbyisq Thanks for playing and giving an in depth comment on some of the aspects you don't like. At this point the game is indeed mixed in both puzzle and precision type of platforming (that's why you found those spikes, serving as the "precision" part), but I can see why becoming both can be a bad thing, making it kind of losing its identity. I'll take note from your feedback to re-evaluate in the future.
The concept is cool, but I got stuck in level 4 because I couldn't pick up the treasure (I think it had something to do with me dying twice at the same time by hitting the spikes with the character and the treasure).
What bothered me most was the choice of key to throw the treasure. In my keyboard, I have to press 2 keys (shift + colon) in order to get the semicolon. Usually you want to use a letter because it's more universal.
I agree with some of the other comments, I enjoyed more the puzzle parts than the precision parts. Still, it was fun while it lasted. Keep up the good work!
I stuck on level 4 :) Very challenging one! I love the mechanics, it's fresh. The main character reminds me one of the simple characters from Dandy (old atari game), which is cool! I didn't hear any sound/music, it would be nice to hear something during play. Overall I've enjoyed my time spent on this one. Great work!
@mharitsnf: Yeah, I think that would normally be a great idea, but I think your puzzle elements are actually interesting enough to stand completely on their own here (which is great!), which is why it feels like the precision elements sort of get in the way. ;)
Became impossible on level 4, but the concept is very cool and innovative! First three levels were very neat. Could use some sound to flesh out the atmosphere!
It is a simple concept and an interesting idea. What I liked most was the colors and the geometric shape of the temple. I think that level 4 was challenging and ended up being frustrating, and at level 5 I couldn't finish it. But I liked to play, it was really cool! If I can test my game too, I'll be happy :)
Challenging and well designed! I really liked the gravity inversion and puzzles. I think this would benefit from more levels to gently ramp up the difficulty and get players used to new mechanics, right now the difficulty spike is a little steep, although I do get to experience all the mechanics earlier. Arrow movement would be nice, right hand movement left hand jump(space), I had to move and jump all with my left hand which got tiring at the tricky areas. I had some issues with the treasure clipping in ceilings which caused some difficulty, but eventually got through all the levels.
Screenshot from 2021-05-10 14-14-27.png
I beat it. Good puzzle design. The feedback I'd give is that on a challenging game like this you have to make sure that if a player is doing the right action they don't fail because of random chance. On the final level there were several throws that were executed in the right spot but seemed to fail randomly. Like the box wouldn't clear the wall or the spikes. Little things like that made it a bit more frustrating to play than it should have been. But otherwise it was great. Loved the art. Clever mechanics. Well done. :)