FoonLudum Dare ExplorerLD48 → Deeper Palette

Deeper Palette

By arefnue, Hostlean, Mehmethan Sargin, Burak Kayalak, thrcgr and thekrocker

View on ldjam.com

CategoryRankScoreCount
Overall17782.8022
Fun18012.4723
Innovation14892.7722
Theme18842.2121
Graphics14533.1022
Audio11432.7522
Humor14091.8219
Mood17332.5022

Comments

embedder72 2021-04-27 12:55

This has the makings for a great game. I really like the main character animations. I had some difficulty with the controls as my character seemed to drift to the side. I would have preferred 'looking' with the mouse and using the the buttons for forward/backward and strafe left/right. I was able to destroy the skeleton shooting at me with melee but not by throwing my spear. I thought I should have been able to damage the non-moving skeletons as well but couldn't find a way. Really nice entry. I'll probably come back and play it again.

landerack 2021-04-27 13:03

It's a little rough, but it does have some really interesting ideas, I'm not entirely sure what it meant to use some of the abilities, but I loved the conceptual feel of the spear and attack. The platforming section later on was a little too rough sadly though, the movement problems did make it a little too tricky. Even so, you all did real well~ the piece does hold potential :)

doctortm 2021-04-27 15:16

It took some time to get used to the mechanics. Overall nice jam, good job!

lilkrit 2021-05-13 21:20

I had to play on windows client, because the web was way too slow. Very cool graphics and animations.

treeboater 2021-05-17 21:55

Controls feel pretty rough, the combination of tank controls and half (up and down) mouse look didn't really work, but the rest of the game seems good. Some cool mechanics with the colour, and it was fun throwing and returning the spear. Nice work on the character and animations too

angry-cyboot 2021-05-18 00:45

great concepts!! loved the design of the character with the paint spear ^^, the map layout's quite cool too, and the white'ish aesthetics made the functional color pop out! buuuut...

- I don't know what the green orbs are - the boss is so underwhelming comparing to the menu screen - Some color coding of the ennemies would have been nice to distinguish which is vulnerable to which color. - The annimation / control scheeme caused some erratic moves and made it hard to look around. - The character spawn looking opposite to where I'm supposed to go so... bug ?

tom-ruxley 2021-05-18 18:21

This had some interesting ideas! I wish there was a little more explanation of what the colors do. Also, it's super impressive that you were able to do this much 3d art and animation in this short time frame! A bit of advice: I think the game would be improved by a shorter anticipation phase for the player's melee attack. A long anticipation like that looks cool in movies and is good for a video game boss that needs to telegraph their attacks, but for the player character, it's a bit frustrating when there's that much time between when you start the attack and when the hit actually lands.