greymouth 2022-04-05 00:32
Super awesome concept and love the minimalism. Love how each level builds on existing concepts and introduces new ones. Great work!
Foon → Ludum Dare Explorer → LD50 → Coyote Time Lord
By clement-sparrow and Thibault Raffaillac
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 781 | 3.46 | 32 | |
| Fun | 672 | 3.40 | 32 | |
| Innovation | 262 | 3.73 | 32 | |
| Theme | 1107 | 3.24 | 31 | |
| Graphics | 1109 | 2.98 | 31 | |
| Audio | 603 | 3.32 | 31 | |
| Humor | 1005 | 2.38 | 27 | |
| Mood | 997 | 3.18 | 32 |
Super awesome concept and love the minimalism. Love how each level builds on existing concepts and introduces new ones. Great work!
I coulnd't beat the 4th level but i tried for a while and thats what counts :) Nice work!
I like the aesthetic, but the game is frustrating. I found the mechanics very confusing. Whenever I solved a puzzle, it just felt like it was because I had accidently stumbled upon something I didn't know I was allowed to do. A lot of times I like it when games don't give you a complete explanation and let you figure it out on your own, but this one is far from self explanatory. It's cool that it saves your game, though.
Update: Okay i made it to the end! nice work, puzzles are pretty trixxy :)
Pretty cool puzzle game! I like the unique concept
Love the mechanism and the progression through the concepts!
Currently stuck on level 6, but I might return to this - really interesting mechanic, and I'm curious to see how else it's used. Good puzzle design and a very interesting take on the theme.
@lumous: I'm glad you made it to the end, thanks for the update!
@quinn-patrick: Yes it's a puzzle game that relies more on exploration of mechanics and experimentation than applying logic on known rules. And in a few instances it can require a big leap in the way you think about the problem to solve. I'm really sorry if it was frustrating for you. Thanks for letting us know. The expected experience was slightly more on the casual side than on the hardcore puzzler side. We even spent a full day redesigning some mechanics to make them easier to understand, and adding a few puzzles to better introduce some ideas, but we lacked time to do another round of playtests, redesign and difficulty tuning.
@pdotjpg: You've stopped halfway. There is another important mechanic introduced in the next level :slight_smile:
@greymouth, @dkmk100, @cottontshirtz: Thanks for the kind words, it's very appreciated :smiley:
One of the most complex puzzles I've played so far on Ludum Dare 50. I don't think I've ever seen coyote time used in this way. The graphics are simple but fully functional for the game. The sounds also pass the necessary feedback. I'm not going to lie that even with the explanation given in the description and the name of the game, it took me a long time to understand how it worked. Definitely one of the best use of the theme and original gameplay.
Cute puzzle game. Nice level design and love the ability to undo an action. Challenging but in a fun way.
Cool take on the theme. Really interesting mechanical idea and exploration of the mechanic! I have to admit some of it was a little tricky to understand and I sometimes found the solution by accident just by going 'well, I haven't tried putting the block here yet', but it's a cool idea and you explored a lot of the possibility space of the mechanic, which is always cool to see. I also really liked the music and sound effects.
I really loved the look and feel of this! The dice counters on the blocks as a means of showing when they were going to fall was a wonderful addition that looked really clean and matched with the style. I made it to level 6 before the puzzles bested me - it was tough, but in an enjoyable way! The music and the sound effects also really added to the experience. Awesome work!
Fellow time puzzler! Some puzzles were very satisfying to figure (I really liked the one where you have to reset the box timer by putting the box on your head). I really liked the music and I felt it sat with the mood of the game very well. I do wish I was introduced to the player movement and the overall game physics before trying to solve puzzles. No gravity only for the player needed introduction and perhaps even an own puzzle of itself to grasp that. I wish I had more control over the player (Not being frozen when a box fell and such). But other than that I think it's a very solid entry!
Cute little puzzle game that I really enjoy. Loved it! Thank you for submitting it to my stream.
Cool and tricky puzzles. I stopped at level 5. Good going.
I recorded myself playing, message me on the Jam’s discord @ Dark Peace and I’ll send it to you. Lvl 4 beat me but I take that as an attack on my intelligence so I'm not giving up. Only taking a strategic break XD As a game designer, I can recognise good puzzle design when I see it tho. It's a shame that the visuals aren't quiet there. Also, the fact that sometimes you can climb the crates and sometimes not... well I see when you can/t but it doesn't seem very logic.
@bottled-up-dark-peace The logic is "you can't push multiple blocks, they're too heavy. When you cannot push something you try climbing on it." You're not the only one finding it hard to get, I should have done a better tutorialization of that in the first level.
For anyone like me discovering with @bottled-up-dark-peace's message that there is a Discord server for the Ludum Dare, here is the link: https://discord.gg/9DrcQmg
@clement-sparrow haha yeah the Discord.
Well, I got the heaviness part, but there's nothing to prevent me to climb on the crate when it's all alone. That's what's frustrating.
@bottled-up-dark-peace That would be too easy if you could climb on any crate like that :-) (for those interested, there is a whole puzzle game about this mechanic only, it's called Cratopia).
Got through all the levels, some of them very quite tricky, but it felt good when I was finally able to solve them. I think the minimalistic artstyle helps the puzzles. Also I think the puzzle mechanic is well done. Something to maybe improve is the way the controls feel, they are a bit too fast in my opinion. Sometimes I would accidentally press a key twice. Luckily you made it so that it was easy to move back a step. I think it's a great entry!
Edit: Or if the controls would only react on button presses and not if I hold a key.
@jorbits Thanks for playing and congrats on finishing it! Yes, I agree with your point about the controls. I used the default control options for the engine. I'm not sure how to improve that. But since the engine is a fork that I made of another engine, I have no excuse :smile:. (But I have plans to improve that in the future.)
Very puzzling game! I understand if I'd need a box but if I'm forced to reset when door is just one step in front, it feels confusing. A tutorial is seriously needed to make this game good.
Before I get to the puzzles: Great job at the music. The loop feels pretty long, has a lot of variation and fits the games super well!
Like you said, its pretty cool to see a game based on a similar concept but that is totally different. But also to see some shared mechanics like the piston/banana peel mechanic.
Now some thoughts to the puzzles: * I got stuck on one level for some time (based on previous comments I suspect it was level 6) But the level was cool. It felt like you already saw all possible ways until you get the idea for the solution! * Level 10 also took me a little while, but I liked this funny setup and the solution felt nice * One super tiny nitpick: In the first levels it felt a bit unintuitive that you lose when a golden block falls out of the level and it seems like this rule doesn't apply to later level (simply because there is no pit) Maybe this rule could be cut when the levels using it get slightly redesigned?
@bloodbane I'm not sure what you mean by being forced to reset, but I agree with you the game needs a better introduction of some mechanics.
@oadt yeah, the pits where actually a relatively late addition and were not tested a lot. I initially added them to remove a red herring in a hard level but that was not working in that level. I thought it would add a nice tension in the other levels, but you're right it's probably better to keep it simple and remove the pits.
A great puzzle game!
i got a lil kick outta this. but, i think a tutorial wold be nice addition
Very hard game for me to understand at the middle of the night, but it was worth it indeed! Very cute art! Maybe I'll return one day and solve this puzzle
I really liked the puzzles! Definitely took me a bit to get the hang of it, but I was able to get through them all eventually. The aesthetic was simple, but still made it clear what all the different blocks were. One minor nitpick is that falling into the pit should just automatically undo your most recent step, rather than making you click through the warning screen after your try to move again. I had a lot of fun playing this, nice work!
Wow, impressive puzzle design here !
The mechanics *and* the levels are great here ( I wasn't expecting so much puzzle potential for such a simple mechanic )
One nitpick: the sound of golden ring is *loud*. But I didn't want to lower my speakers volume, because the music is cool :-)
@paul-nadan Thanks for the feedback! :-) Yeah, we are aware that the bottomless pits are not ideal. I think it's better to just put a bottom on these pits than forcing an undo (which may confuse players too).
@ace17 Thank you very much! :-) You can mute the game sounds with the M key without muting the music. It's supposed to be a bug, but in your case that could be a useful feature :laughing:. The engine we use does not support background music very well currently, so we had to add quickly some basic support for that, and adding a volume slider required too many modifications to the engine. Sorry about that!