timetravelhamster 2022-04-05 07:48
Nice concept. Enjoy playin it, maybe make it a bit faster will help to improve. Thank you
Foon → Ludum Dare Explorer → LD50 → Lucifloor
By snowdrama, vengarioth and rot_god
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 798 | 3.45 | 23 | |
| Fun | 919 | 3.16 | 23 | |
| Innovation | 647 | 3.35 | 23 | |
| Theme | 387 | 3.90 | 23 | |
| Graphics | 497 | 3.88 | 23 | |
| Audio | 239 | 3.83 | 23 | |
| Humor | 578 | 3.10 | 21 | |
| Mood | 654 | 3.50 | 23 |
Nice concept. Enjoy playin it, maybe make it a bit faster will help to improve. Thank you
@timetravelhamster yeah I wasn't sure how fast would be too fast I did want the player to have SOME chance to play the game hahaha, right now it speeds up to 5 seconds per line at max which I felt was good enough for most players.
Fun game dude! Good job pulling it all together despite having to put on more hats than usual :)
bone cubes! I like lucifer seems disinterested with you character and is just there to mess what what you're building. Maybe that's what hell is. I tried doing the minecraft "build underneath you to climb" thing, which was very satisfying to do, but seemed to be the dominant strategy? I guess if the vertical stacks combo'd that would've put an end to that. Either way I like the concept. Nicely done!
I love the art! The presentation and gameplay feel super solid though it does seem like there should be some obstacles to discourage the player from just building a tall tower and standing still.
Potential bug: The block inventory does not reset to 10 after restarting - our game has this same problem with power-ups too, :sweat_smile:
Great Work!
@thestoff It was a challenge but we got there! hahaha Thanks!
@roolow Yeah, because of the lack of team this time around I made sure to keep the mechanics minimalistic so I could focus on animations, sound and polish. Because of that I didn't actually really test "playing" the game beyond "Okay this doesn't break, cool" so I didn't really consider what the gameplay experience would actually look like in sustained play.
@tomatolamp Thanks! The reset button was a post jam feature that didn't get any real testing, but it was enough of a roadblock that I added it in, having to fully refresh the browser tab to restart wasn't great, I'll have a fix for it pushed soon. Otherwise yeah as I mentioned to roolow, I didn't really test gameplay besides to check if it was functioning or not, the focus was to implement the most simple mechanic possible and then the rest of the jam was animation, sound, and polish.
Nice job with the programming of the building. The artwork is great! Hope you add more features to it.
Love the graphics and interest take on the theme. Enjoyed it!
lol, looks really cool, but honestly had trouble controlling things on my laptop
@nate-bit-games Thank you for playing!
@smash-city Yeah definitely was not designed with trackpads in mind lol
Love the graphics and sound, did find the pacing at the start to be a bit too slow though.
lucifloor.jpg
I like the idea, but the flow of the game feels a little slow and boring. Music and art is good (but honestly, I didn't understand what are the green blocks suppose to represent). Also, it's funny that players can build a tower through the upper border of the screen :)
@dmtroy yeah the pace at the start is slow so that you have time to see the tutorials and learn the controls and mechanics. I agree with some of the later comments though and it should ramp up further right now it caps at one line destroyed per 5 seconds.
@andreish The colored blocks are just colors, they are all identical except one thing: combos. the game is supposed to be a hybrid of a "match 3" style game and a platformer, you combo blocks of the same color together by making 2x2 grids or larger and that nets you bonus blocks in your inventory of that color to offset permanently destroyed blocks at the bottom in the lava. For example a 2x2 when dug up, will return 6 blocks instead of the 4 used to create the 2x2.
All the same as andreish, I feel something interesting but i get bored and go for the big tower ^^ Just missing a little something to make the game more exciting, the game contents (graphics / sound and code) are already good enouth. I'd like some "highscore" too, a time survived or number of levels passed. :)
Slow pace and no highscore makes me a dull boy.
Graphics and music/sfx are very good :) but it may need a lil more of balancing. I had dive deep in the mechanics to get involved with the MC and not because the game is pushing me toward the good direction.
Anyway, solid and polished entry here.
Very good game! Its really interesting to play a tetris style concept and you must play your own situations I think. I loved the music, really helps fit the game a lot
Yeah, making a single tower is really the dominant strategy, but outside of that having it so that comboing blocks nets you extra blocks is actually pretty cool and I could see the demon messing with you by forcibly changing the blocks so that you combo yourself to death by mistake.
A faster game pace would also be nice, and I think if I could just hold down the mouse to place blocks that would be pretty fun, as it ended up being me mashing to make megablocks so I could have enough to build a tower.
@leom @kack3y Yeah, this jam I had a high focus on polish vs complex mechanics, my goal was to focus on making a single mechanic and then polishing everything about it. So I did animation, music, sound, particles etc. but that left like no time for actually programming more complex mechanics. I had plans that involved more complex patterns rather than just the simple combos, but those slowly got replaced by spending several hours animating the Demon in the background, having actual character animation etc. Something like a high score makes sense as well, though there was not enough time to actually add that, I'd need to have done it after the deadline and I'll probably add a post-jam version with a score, but this was it at the end of the jam. I made sure my post-deadline bugfix/edits didn't affect the state of the game(sound/music toggle, restart button)
@agent-peterson Thanks! Yeah I liked the idea of having to destroy blocks to progress, but then blocks are also needed to not lose so there's a trade off. The music was great, that's @rot-god he spent the jam working on that.
@matthewrobo Yeah for sure, I had planned other things like combos that require multiple colors or specific patterns, ways to make you need to spend more time making complex shapes rather than just making big shapes to make lots of blocks. I leaned away from a Faster game pace initially because the PLAN was that only squares would work so only 2x2/3x3/4x4 etc. but the way the blocks are detected is more like a flood fill that looks for any 2x2 space. That would have made it harder because then 20x2 wouldn't combo, and so you'd need to spend more time placing the blocks in that block shape, I playtested under the assumption that would be the case, and that speed made sense because it was making a 5x5 was nearly impossible at the fastest possible speed 4x4 was risky and only 2x2 and 3x3 were reliable. When I found my combo code made odd shaped groups vs square groups, it made the towering strategy the best option because getting up high and making a 20x2 was faster than having to manually make multiple 4x4s.
Nice arts and animation, and simple gameplay, even if with combos and the one-tile-tower strategy, this is easy to delay the inevitable for a very very long time - but, from a different point of view, this is maybe a good representation of inferno, stay a very very long time, trying to stay over a lava floor, doing it again and again until you lose hope and give up - ha ha :laughing: … :scream: