binary-coder 2021-10-07 23:46
As a heads up, I think there may be a scale issue in the web player- The window is super zoomed in, and I cant click anything past the start menu:Capture.PNG (Going fullscreen doesnt fix it unfortunately.
Foon → Ludum Dare Explorer → LD49 → Ecna Lab Breaker
By marvin-chong, Ivan Berlin and Queenie Liang
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1514 | 2.33 | 23 | |
| Fun | 1520 | 2.04 | 23 | |
| Innovation | 1402 | 2.54 | 23 | |
| Theme | 1222 | 2.97 | 23 | |
| Graphics | 756 | 3.59 | 23 | |
| Audio | 881 | 2.85 | 23 | |
| Humor | 1189 | 2.02 | 20 | |
| Mood | 1292 | 2.76 | 21 |
As a heads up, I think there may be a scale issue in the web player- The window is super zoomed in, and I cant click anything past the start menu:Capture.PNG (Going fullscreen doesnt fix it unfortunately.
I was able to get the game to scale properly by going fullscreen, but I think it only worked because I have the same resolution as you. Other than that, I am not really sure what is going on to be honest - I kind of walk forward and bug around the enemies, slowly taking them out. The art is nice, though.
Please fix the scale, it doesn´t fit the itchio window! We want to play it :B
@binary-coder @cireneikual222464 @the-fazzo Thanks for the feedback! We have fixed the bugs. Going to full screen should work now.
The protagonist seriously needs to work on his cardio.
I was able to read the instructions by going fullscreen, but it seems like the text at end the of the level is still cut off:endscreen.png
The movement mechanic is kind of interesting, but feels a bit out of place in relation to the rest of the game. Once you learn to keep your character at a reasonable speed, there's not much more to it. More focus on the tethering/balance aspect would fit the theme more, perhaps. Or if the way to defeat enemies was to knock them over somehow, too.
The instructions mentioned that faster speeds would do more damage, but without any feedback, I didn't know if I was taking advantage of it or not. (Maybe if the sword glowed a bit? Or the enemies had visible health, or damage numbers appeared? Different animation? etc.) Similarly, a bit of feedback for when I'm about to fall over might be helpful.
Nice job getting the walk animation to look nice. The attack animation looks like the player is hitting themselves though, heh. I think there could be a bit more feedback for when I hit an enemy -- the little stagger animation they play is quite subtle, and I'm not sure if the audio is related, or just random. (But also it seems like my attack actually has huge range and always hits? Convenient, but not really what I would expect.)
There's good potential here, the art and music are good, seeing as the game was based on hitting the enemies at the right speed, the movement needs more of an indication when you are about to fall over and also when the hits are more damaging, faster change in directional movement and cooldown would have benefit the game.
Interesting concept. Pleasant color palette. It was pretty hard to determine where to put mouse and on which distance to attack enemies at the beginning. Game reminded me of another one - Lugaru. Nice entry and keep going!
Thank you @adafheyesh, @beats and @retrome ! I plan on building on this game, so the feedback is highly appreciated. Giving the players visual and audio is definitely one of the first things I want to fix for this game. I have already implemented a back-bending mechanic where your character leans towards the side they are falling towards (like Death Stranding), which should hopefully be a useful indication for the player.
Also, congratulations on beating the game @adafheyesh. I forgot to fix the screen scaling for the ending screen there, so I got to get that fixed. Thanks for the heads up!
Nice entry
Controls are hard to grasp, but mechanics are interesting. Indication of speed/falling would be nice, but I assume you already know about that:) Art and sounds are pretty great. Good luck!
The art and animation are excellent. Took a while but got the hang of the controls for walking without falling over. The attacking was more confusing. Not sure if I ever got any higher damage attacks to work. More feedback on the attacks would help.