thesedatedprince 2021-10-04 16:51
Nice core mechanic - reminded me of vvvvvv. Cool mood/story - interesting little puzzle platformer :)
Foon → Ludum Dare Explorer → LD49 → Inner Demon
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1237 | 3.11 | 20 | |
| Fun | 1101 | 3.08 | 20 | |
| Innovation | 1018 | 3.05 | 20 | |
| Theme | 1099 | 3.13 | 20 | |
| Graphics | 1214 | 2.91 | 20 | |
| Humor | 850 | 2.75 | 20 | |
| Mood | 521 | 3.61 | 20 |
Nice core mechanic - reminded me of vvvvvv. Cool mood/story - interesting little puzzle platformer :)
I didn't get past the moving platforms level — too many spikes. But I am not very good with platformers in general, so take it with a grain of salt. In any case, both the graphics and music shine. I like the background story as well.
You executed the gravity flip really well! I also like the dialogue -- kind of meta when the character asks how long it will take and the shadow version says there will only be a couple more rooms. Music also sets a nice mood, so good choice. Well done!
Love the way the text color goes to red as the narrator talks, very clever. I think the only real fair criticism I have, is that the control scheme swaps when gravity swaps. Dunno if you've ever played Terraria, which has the exact same mechanic called the Gravity Potion. If you don't know it, what happens is your A/D keys keep moving you the same way on the map rather than switch when your character's orientation does. It's a lot easier to use and would allow you to put more interesting obstacles in your game. Overall this is a fantastic submission, which is why I was so bummed by the control choice!!
i like how you tied the narrative to the gameplay! the writing was kinda meta, which was cool.
sorry you ran out of time, that's frustrating.
during the dialogue sequences, does it just auto advance? it seemed like sometimes pressing space worked and other times it didn't. i think it would be nice to press space to advance through the dialogue.
The level design makes this one a bit tricky. Even the first room has you threading the needle with spikes as your punishment for failure; it's often better to give players a much more forgiving slope to teach them the mechanics, and save the spikes for later levels when they've had time to practice the mechanics more.