joties 2022-04-05 15:37
The only criticism I have is about the interact buttons. Its a bit annoying having to look at them to interact yknow. Other than that the game is nice <3
Foon → Ludum Dare Explorer → LD50 → Overheat
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1213 | 3.04 | 33 | |
| Fun | 1035 | 3.04 | 33 | |
| Innovation | 1238 | 2.62 | 33 | |
| Theme | 1342 | 2.67 | 33 | |
| Graphics | 1218 | 2.64 | 33 | |
| Audio | 931 | 2.13 | 31 | |
| Humor | 1095 | 2.07 | 29 | |
| Mood | 1336 | 2.32 | 31 |
The only criticism I have is about the interact buttons. Its a bit annoying having to look at them to interact yknow. Other than that the game is nice <3
Good game, difficult as a hedgehog as well, great work creating this in a weekend!
Cool game! The fps controller felt good :D
@theheheo Thanks, it was created from scratch during the jam. Glad you liked it
This game is very cool! The camera control and the movement feels so good to play, i would have added a rotation too for the respawn, as i had to look back into the whole track again and again moving my mouse, but that's it! It's awesome and the graphics look very nice, great job! :v:
First of all: Regarding the unity LTS - I feel you. We used the same version and also the URP and also had a lot of issues! This was very frustrating...
The game was a lot more fun than I was expecting. The checkpoints are reasonable and the controls feel responsive. Although I liked the game the part with the 3 blue speed platforms was to hard for me and I gave up :sweat_smile:
The overheating mechanic was a bit strange for me but I guess it fits the theme ;)
Overall nice entry. Good job :)
I agree with the interact buttons, it's a bit impractical to look back and forth at the button and the thing it controls.
The level design and the momentum mechanics are pretty creative. The puzzle that introduces momentum, however, suffers exactly from the interact button, it's a bit too tricky to push the button and quickly turn, move and jump all at the same time in order to see where you are landing.
I must admit I haven't really understood the point of overheating and respawning at a random location. It didn't seem to have any effect on the gameplay, nor it had any meaning - unless it's explained in an ending, I didn't play that far.
Overall, this is a solid base for a creative puzzle game, but as of now, it wasn't fun to me for too long. I would like to see less platform jumping (which becomes tiring after a while) and more puzzle-solving. The ingredients are there - overheating, jumping with momentum, buttons, moving platforms - their potential, however, needs to be utilized a bit more. Maybe overheating could somehow be used to form another gameplay element, possibly in combination with places where you can cool yourself down?
@ds-nahogara Yeah, I'm working on a post jam version that just teleports you to the correct place (instead of where you landed in the checkpoint)
@fatpenguin A lot of my friends told me it was hard, but enjoyable. I know making hard games isn't a good idea for jams, so in the post jam version I'll add a skip level button. Worst case scenario you can abuse the built in cheat console and noclip your way to the end if you really want to see the ending.
@mvasko2 This game was made a platformer specifically to not be a puzzle game. It never crossed my mind that it wasn't intuitive to look at a wall to activate something far away. I'll definitely try to improve in the future. However I don't see where you're going with the platform momentum thing. This game is a skill based platformer first, not a puzzle game. The only puzzle is at the end of level 1, if you can even call it that. Although I must agree that the introduction to platform momentum part was quite tricky. Me and most of my friends started jumping backwards after a while.
Overheating was originally supposed to be the only threat, making you pass out and end up somewhere else. But I must agree that with the current game it would be a lot more fun if overheating instead e.g. teleported you to completely different levels, all based on a completely different mechanic. And yes, the overheating is explained in the ending. I'm gonna add a skip level button in the post jam version, but in the meantime, you can open up the built in cheat console and run `scene level3` if you really want to see the end.
The html version has buggy movement/view, sometimes it just jumps back to previous view angle or moves me back a little bit, but I just downloade the Windows version and it worked fine there. I think the buttons could be activated when you're near them, not directly looking at them. Also, at the first level, where there are 3 color buttons, it teleports me at the edge of platfrom, its very easy to fall down. Good game though :smile:
@noiyy Unity likes to move the cursor in webGL back randomly, I can't really do much about it. The thing with teleportation: the game teleports you to the first position on the checkpoint (which in this point was at the edge of it). It was the easiest option for me during the jam, which caused a lot of bugs moving forward. I'm gonna fix it in the post jam version
There's some good platforming in here, although I found a couple of the jumps really difficult. Thanks for showing me the end section when I had it on stream, that was cool. Best thing that could be added would be some sound effects, especially for the interactive buttons. Cool game :)
I like the vibe of the game, with some polishing, I think this game could go far. Like other mentioned, looking at the buttons to interact felt a bit weird, some sound effects would be nice, My inputs were also jumping, and weirdly, I would add some funny background voice, like in Portal... "YOU'RE OVERHEATING... Oh wait, I don't care :v ". hehehe
Feels a little floaty, but satisfying to land a difficult jump
Very hard game, though that makes it quite satisfying to make it to the end!
A nice set of movement abilities and a nice progression of difficulty. Apart maybe from that last part with side dashes, I'd die on that hill saying player should learn about this mechanic in a less stressful environment :sweat_smile: But overall a very nice job for the jam!
Thanks for coming to my stream! Here's a recording in case you'd like to refer to it https://youtu.be/hPPKMGZGGDs
I enjoyed the puzzle, but I definitely second that having to look at the buttons is a bummer.
Also the heat mechanic at the moment is pretty low stakes.
It's a first-person platformer, it's okay. Not a fan of having to face the button to press it. And it's strange that after 2 levels, then there's this sudden story that leads to making a decision that doesn't really *mean* anything. This game could also use some more sound effects, and music could help as well. Though I'm being hypocritical regarding sound, as my entry ALSO suffered from lack of sound.
Also Overheating is really just an annoyance. All it does is just limit how much I can do in the game, and respawn me at a nearby checkpoint.
Sorry about being so negative, this game could use so much more content! Rework the Overheat system so that it doesn't limit your potential so much, make some more levels, introduce more gimmicks. Hell, maybe you can reward curious players with special abilities that you don't *need* in order to beat the game, just like the Mega Man X games! Maybe it's a little ambitious, but as I said, there's so much that can enhance this game! So much that the game needs!
It's great that you were able to submit a game anyway. I guess that's what matter ~~most~~ second most, after mental health, as I learned *the hard way* last Ludum Dare. It IS pretty cool to play through the test room for this entry! That definitely made me respect the work put into the player physics. Have a great day.
@ronanrory I agree about sound effects and music (I tried, trust me) an originally I was supposed to include more hints at the story in earlier levels + actual endings. I think you know why that didn't happen.
I also think that overheating isn't really as interesting as it can be. It would be better if it would disturb you while playing (e.g. moving your character or camera slightly).
Sorry to say this, but the movement didn't feel that good (I'm not the best person to complain - I spent time fine-tuning the movement in my game and it still ended up awful).
Firstly, instant movement with no smoothing works for some game (eg: bullet-hells), but I don't think it feels right in first-person platformers. A bit of smoothing on the movement could go a long way.
Secondly, omnidirectional dashing just felt kind of awkward in this game. In the last speed pad section (by the way, speed pads feel amazing, great job on that), I found myself moving left / right mid-air, then dashing, only to find myself diagonally dashing and completely missing the platform. I ended up noclipping over that section...
Thirdly, maybe you should allow the player to use WASD when dashing. If you dash too far and overshoot a platform, it would help to be able to hold S to resist the dash a bit. (In fairness, it's a jam game, I'm not sure this would have been worth the time, just a polishy thing...)
Fourthly, I found my finger cemented to the sprint button. There was no real reason for me to let go, except in slow walking sections, which were extremely uncommon in this game.
Fifthly, the buttons were really awkwardly placed, so you had absolutely no idea whether you timed it right until you turned around. It would have been a lot more convenient if they all looked like the yes / no buttons at the ending.
Sixthly (I'm not sure that's a word), overheating was really only a minor setback in the difficulty I had selected (Normal). In fact, I often found myself trying to overheat, as there was no point trying to do the next platforming section if I would just overheat halfway through.
Lastly, thank you so much for coyote time and using step height on CharacterController. Sure, coyote time didn't work in level 2 because of vertical dashing, but it's a jam game ¯\_(ツ)_/¯
(Also, one quick question on qASIC: can you remove certain features of the package without affecting the rest of it? I already have my own saving and cheat console implementation in my main project, but savestates, options and input management would come in really useful...)
Oh my, that was really good! The idea was really nice, though movement felt a bit annoying at first, as well as overheating. Once I got the hang of things, however, it was really pleasant to play, though it felt kind of unresponsive at times. I also really appreciated having a pause menu where I could change things like volume, sensitivity, etc. And I also loved how much content there was! It's hard to find games with dev zones and easter eggs and all these things in a game jam! Graphics were pretty effective for the game, and sounds were appreciated as well, though some more sounds to know things like when a platform starts moving or so would have been nice. Overall, this was an amazing game, so congratulations!
@robonaut121 Thank you for your very long feedback. I personally don't like smoothed movement. Most of my games have an even more bear bones implementation without any smoothing even in the air. Yes, I've implemented coyote time and no, it works in level 2. I've tested it many times (and even now) and coyote time works in level 2 without eating up your dash.
And about the sprint key: I used to also not like having sprint for a game which doesn't need it (because why would you be not using it then without any downsides), but over time I've learned that sprint has become a industry standard. Now I just add it to every game.
About dashing: I agree. I even noticed this during the jam but there wasn't enough time to introduce a better option. Either a shorter dash or a way to cancel it would probably fix it.
Overheat: I would honestly prefer if it would teleport you between different levels, and not just to a previous state. But as you might guess, it's a jam game.
qASIC is a collection of well integrated tools, so there is no way to remove them from each other, unless you were to manually delete individual files (with would get extra annoying with updates). Every script is under it's own namespace, so you can easily have them in your project without interference. Additionally, most systems can be disabled in project settings.
Saying that though, I might introduce a way to remove certain features completely using preprocessor directives (e.g. #if DISABLE_FILE_MANAGER).
(btw, qASIC only provides a file manager for saving files, not save states. It's literally 2 scripts, so you can just not use them)
[Thanks for submitting your game to stream!](https://www.twitch.tv/videos/1457959497?t=00h14m01s)
I honestly can't believe I was able to beat this one, it was quite the challenge! And as always, the dev room was fun to mess around in :slight_smile:
Feels pretty good to control! Unfortunately got stuck at some point where I just couldn't progress, but not for lack of trying ☹️ Landing sound is helpful feedback to know you've landed on a platform. Bit empty I suppose but you stuck consistently with the spruced up greybox aesthetic so it felt nice and looked good! Some music would've been great of course. Always fun to do some platforming and puzzle-solving for me, so thanks! 😗
@ava-skoog The post jam version has a way to skip the levels in the pause menu.
Thank you for your feedback. I tried for a very long time to make sounds and music, but I couldn't make anything good enough :/ Sound design and music are 2 things I'm really bad at.
Fun game! I included it in my Ludum Dare compilation video series, if you’d like to take a look. :) https://youtu.be/e8i89EcGrVo