jason-pitchford 2021-10-04 16:54
Love the art and game design. Super fun and cute art style. The game itself could use more stuff to do but i really enjoyed it!
Foon → Ludum Dare Explorer → LD49 → Cave Supply
By simo
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 424 | 3.12 | 14 | |
| Fun | 461 | 2.79 | 14 | |
| Innovation | 464 | 2.79 | 14 | |
| Theme | 311 | 3.45 | 14 | |
| Graphics | 330 | 3.29 | 14 | |
| Humor | 2.50 | 13 | ||
| Mood | 2.81 | 13 |
Love the art and game design. Super fun and cute art style. The game itself could use more stuff to do but i really enjoyed it!
Amazing entry! Responsive controls, cute artstyle and easy to understand mechanics! Good job!
Game looks and runs great! I really like the core concept, could use a few more wrinkles, like maybe the obstacles change. nicely done.
Nice game! I really liked all the visual effects - they were great! The premise of a coin making machine being essential to the city is pretty funny too. I felt like I could survive indefinitely - I quit after 5:10 minutes - so I think ramping up the difficulty as the game goes by would be nice. Other than that, good entry!
Good feeling jump and fair courses, I got the hang of it so quickly. I liked his jump noise.
good game
Game works. But the gameplay gets repetitive very quickly and doesn't offer much in terms of fun! The explosion effects were very nice.
The game is very intuitive, almost impressively so. It gets boring REAL quick, however. After reaching just 2 minutes I didn't feel like continuing which based on your description is the only goal. I think it's because there are only 2 minigames and they never change in difficulty or style. The game could use some variety.
Nice and fun little game. It looks nice, especially the special effects. I only wish there was a bigger level.
Music or sfx when the bars are low would add additional tension that is missing from the loss state. As other people said the difficulty should ramp up more. The triple jump left through the gold feels great but the timing for going back feels strange, but can be mastered by waiting for the next door to close.
Overall platform movement feels great. I think it's missing the forgiveness of allowing a jump for a frame/time while in air after moving off of a platform (jumping slightly late).
Moving left wasn't obvious to me because of the background pillar. A cheap way to fix that is with signs e.g. mario, or a glowing light, or doors e.g. metriod. I think you have the ability to make the buildings match the quality of the player. The particles are great. The camera choice of fixed rooms was perfect and I didn't notice any janky camera follow (because there was none :)
Pretty fun platformer, and a cool concept, although I think it'd be cool if the rooms on either side were randomly generated
Management game and platformer is an interesting combo I haven't really seen before! 😁 Difficult timing on those jumps but a fun challenge. Really like the mood light, too bad there's no music to complement it. All in all pretty cool, if a little samey c:
Thanks for the feedback everyone! I forgot to make it clear that the game does actually ramp up in difficulty every time the text pops up at the top of the screen, my bad. I acknowledge that the game gets repetitive, my plans for the game were originally way bigger, which was a mistake, that's why it gets so repetitive so quickly. I will make sure I will fix these mistakes in my future games!