ramelio 2022-04-04 21:15
Nice cultural reference !
Foon → Ludum Dare Explorer → LD50 → Malevich in Budapest
By 01fe7e
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1058 | 3.22 | 24 | |
| Fun | 1067 | 3.00 | 24 | |
| Innovation | 861 | 3.13 | 24 | |
| Theme | 1279 | 2.90 | 24 | |
| Graphics | 614 | 3.75 | 24 | |
| Audio | 883 | 2.65 | 24 | |
| Mood | 893 | 3.29 | 24 |
Nice cultural reference !
@ramelio thanks, i'm quite happy with that
Omg I love this visual design. It's really stylish. This makes even simple game mechanics shine, makes the game more juicy. Thank you for the submission, breat job!
Three minigames in endless mode. Simple and efficient, the art and menu are well polished. It lack a bit of drive though. Maybe you should add some kind of incentive, just writing from the top of head, an unlocking system for the three minigames for example :)
Quite impressive to build three games in one. Nicely done, but damn the three of them are quite hard, especially the third one. But overall, all looks great, simple and clean, and it's quite fun to try. Good job !
As a fan of Malevich I really liked the name and looks, but it also feels to me like you could have made it more in his style. For instance all those round corners don't seem that much as his style (at least from the stuff that I know from him) - having a sharp corners and not perfect rectangles might have been better. Or maybe even recreating some of his paintings as maps would be awesome. But other than that a very nice entry. I enjoyed the second chapter the most, although it was quite difficult to get any where far. Also loved the menu animations and colors.
I strangely really like this. Chapter One works best as a game. That could have been a whole game in itself with a few extra additions. Chapter Two was actually my favourite. Though it is a little broken. Sometimes you roll into the water before you can do anything, and being able to bounce off the sides of blocks would have helped. Chapter Three is perhaps the weakest, but it's still a pretty solid game.
All the graphics look great and the was plenty of polish. It all sounded good too. You've done a great job on this all round.
Good stuff :8ball:
This simplistic design feels so good! Everything is clear and simple, and I had no question through out the game, which is always great. Tutorials are informative and short. My favorite out of these three games is the second one. Thank you!
Very simple concept, executed very well! Nothing more to say.
@borchezz Thanks, i agree! Chapter 2 is also is my favourite one.
@oddballdave Thanks, i think Chapter 2 is the most promising one. Although getting the level generation to work was a bit too much for me :)
@mar3k You are right, Malevich wouldn't have rounded the corners.
I really like this game. Every chapter was fun but the Chapter 2 is winner for me :smile:. Really god job for solo game.
I really like the idea of making a game based on a specific painter, and I think the resulting art ends up looking quite nice. The gameplay could use some expansion, though; it was very quick to see everything the game had to offer. I personally enjoyed Chapter 1 the most.
The art design was really good! With some background music this would be super chilly
Visually appealing game with a lot of cool ideas! I really enjoyed how different from one another the different chapters were, and how polished the whole experience was:
Strengths: - Visual minimalism rocks! - Varied gameplay. CHapter 1 was my favorite, I love having to deal with straightforward movement in an increasingly hostile environment.
Possible improvements: - I fond Chapter 2 very hard to get a grasp on (you have to have a lot of momentum to actually jump, which removes a lot of your ability to control the sphere...or maybe I'm just bad).
Awesome job!
Game mechanics are great but, for this type of minimalisim, a bit of UX Work is needed. If you would like to publish this game to the public, I suggest you work on the user experience. Other than that, great game, fun and addictive.
@cslupius Hey, thanks! I, for example, think the placement of the platforms in Chapter 2 needs some work, but i'm not sure if that is what you mean by UX. Could you elaborate?
@01fe7e Hey, what I mean by UX is for example; - in first chapter, when user gets away from the center, player gets slowed down, like a pulling force. Without a feedback this comes as a suprise and most of the time, player gets lost in that scene, and doesn't know where the center is - in second chapter, player doesn't really know when the jump will be awailable, or what causes it the be slow. Needs to be played more than one. - in the third chapter, I know you did this for design reasons and to make it hard but, clicking the player is hard and, user doesn't know when the dodge mechanic will be over. For example when dodge is ended in a bad situation like when a bullet is close; this becomes a suprise. Ofc this mechanics can be learned after a couple playthroughs but still it is good to know how to suprise player by intention or mistake
@cslupius thanks for clarifying. Interesting what you said about Chapter 2, @jlv mentioned something similar, but there isn't anything going on behind the scenes (slowing the jump down or something). Maybe the controls are misleading...
I really like the minimalist graphics!
It's a neat game. Simple visuals but to the point. Chapter 1 is my favourite of the three. The only thing that somewhat throws me off is there's very little perception of speed since the camera is locked to the player object and the game area is larger than the screen. I didn't understand why it, sometimes, felt like I accelerated when I made turns.
Chapter 2 is, unfortunately, unplayable for me. I never made it off to another platform and it seems that, after the first attempt, you have very little "gas" to make another jump. There was even a time when the game loaded, the ball spawned and immediately rolled off the first platform before I could try to jump.
Chapter 3 is decent. It's the only game that requires you to read the tutorial because, otherwise, you wouldn't know that clicking on the player object would turn you invulnerable (compared to the other two Chapters that are somewhat self-explanatory). I wish you could shoot the enemy bullets just to add a bit more control on your fate because there's a point where there are too many bullets to dodge and you reappear just as another bullet gets to you. You're zoomed out far too much to make clicking on the player object reliable (clicking on something that is smaller than the cursor isn't ideal for me) and I think right-clicking for that action would've been better.
Otherwise, good stuff.
Nice game. The visuals are very nice and the sfx fit them as well. The responsiveness of each game wasn't always clear to me. Felt a bit off, and I think some more feedback to the player would go a long way. Very cool idea though. Good job!
I enjoyed this, after I switched browsers (for some reason in firefox I get a purple triangle in the middle of the screen covering up things). My favourite is Chapter 2, even though after a decent number of attempts I still can't get more than five successful jumps in a row :)