anthony-servedio 2021-10-05 15:29
I thought this was a fun concept. Great job!
Foon → Ludum Dare Explorer → LD49 → Pasta Run
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1259 | 3.07 | 21 | |
| Fun | 1034 | 3.15 | 21 | |
| Innovation | 1458 | 2.42 | 21 | |
| Theme | 1478 | 2.31 | 21 | |
| Graphics | 1356 | 2.23 | 21 | |
| Audio | 763 | 3.10 | 21 | |
| Humor | 443 | 3.42 | 21 |
I thought this was a fun concept. Great job!
Not gonna lie, this game is kinda fire. Movement is feels good and I especially like how the guy can slip. The ragdoll effect is good. Music and sounds are also nice. A bit more levels would've been nice.
I burned the pasta. In the rain. :(
I secured all the pasta ! great concept !
A 2D parkour-light collect-a-thon. The directness of graphics and audio is great and definitely relays the message of the game. My primary criticism surrounds the wall-jump mechanic; I was never quite sure when I'd be allowed to jump. I generally tried to stick to walls and work my way up, but sometimes I feel like I was granted another wall jump without touching anything! Some thoughts:
1. Tighten up the wall jump mechanics to be more predictable. 2. Explain the difference between the blue and green terrain (if there is any) 3. Add some squash and stretch animations to the rectangular player to bring it more to life :)
Good job!
Enjoyed playing this game. The concept and mechanics are simple, and the gameplay is really fun. Loved the music and sound effects too. The levels were a good difficulty and the frustration of missing a pasta square by a fraction of a second is real. Given more time it would have been cool to develop the graphics further to better match the theme!
Even tho the wall climbing is a bit clunky it still was fun to play. It was also really stressfull with the music speeding up, but I secured the pasta!
I found the controls awkward at first, but then worked out that the frustrating stickyness when touching a wall could be used to climb walls. I stuck with the game long enough to beat both levels and had fun doing so. The slipping when sprinting on blue ground mechanic was intuitive to pick up quickly, and alternating whether to sprint or not in response to the surface was a nice touch. It could probably be better communicated to the player that a double jump is possible. My favourite touch was the dynamic music, adjusting to the amount of time left. Good stuff, and thanks for sharing.
Although basic, this game was fun. I think the jumping on the wall was too powerful and made the game too easy. Love the sprinting making you fall, great feature.
Fun idea! Good visuals and humor!
Funny little game. The timer is extremly short, there is no time for exploring, but it's not as much as a problem as there are two levels only
This game needs more levels. I played and beat level 2 five times hoping there was more to come.
@ Everyone: Thank you for playing my game, means a lot to me. This is my first jam, and first game as well - I really appreciate it.
Now, regarding your feedback so far:
- The low level count and quite basic graphics in some areas (PASTA) were both due to lack of time: planning over the weekend wasn't great, it felt like we only worked at best a day or two instead of the full three. - Jump mechanics: it's true that I left it on the player to figure out the double jump and wall jump mechanics - that's on me. That being said, it was hard to get something to feel right with the wall jumps, they can definitely be improved.
It's clear plenty of things can be improved, but this is really something I'm proud of for a 2-dev work of three chaotic days. I really appreciate you peeps playing this, it feels surreal.
Quite good idea, but sadly i wasn't able to complete any map.
Also, forgot to mention - @the-neon-shark yes there is a difference between green and blue terrain: blue terrain is "slippery" - you'll fall if you try to sprint on it.