phoenixofforce 2022-04-04 13:51
320. Nice graphics, but pls use normal keys for controls
Foon → Ludum Dare Explorer → LD50 → Infested hole
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 833 | 3.43 | 24 | |
| Fun | 659 | 3.40 | 24 | |
| Innovation | 1307 | 2.47 | 24 | |
| Theme | 680 | 3.65 | 24 | |
| Graphics | 439 | 3.95 | 24 | |
| Audio | 268 | 3.79 | 24 | |
| Humor | 1142 | 1.71 | 21 | |
| Mood | 571 | 3.59 | 24 |
320. Nice graphics, but pls use normal keys for controls
Someone told me it's more comfortable to use those keys , but I suppose you're probably left-hand so .. Anyways thank you I'll add those keys !
A really great game! Nice graphics and music.
Didn't run on my PC
A good example of such games. Good job!
Nice simple endless platformer. I really like the mood the graphics and music create, the limited colour palette works really well and there are some nice little animations to make things feel more polished. Really cool music. All fits the theme very well. The biggest issue for me is the controls. The arrow keys are far easier to use than the odd qsd/asd controls (if multiple mappings for controls aren't an issue, why even bother with the azerty/qwerty switch? I missed it the first playthrough and nearly gave up on the game straight away) I would change the title screen to make the controls a lot clearer and simpler, I didn't even realise until I went back to check after starting with this comment that the arrow keys were alternate controls.
@kirill-islibaev unfortunately the executable works only for Windows , so if you're using another OS like Linux and Mac , it'll not work , however I will share the source code of the game later , so that all people could play it
Down*
Great game, great gameplay, nice palette. Goin dark
First off - I love the art of this game!
The gameplay loop itself is very fun adn the RNG of the game is very refreshing. Tight jumps were little tricky at first, but I managed to get used to that. Regarding game difficulty, I think I outran the killer thingy that chases me by miles, so it wasn't really challenging.
I think with a some balancing and more threat, this could be really fun game. Nice entry!
Nice game with good art and a fitting soundtrack. Not a fan of pressing S to jump though. Also when dying it would be nice to see how far you got before sending the player back to the title screen. Maybe even save the score to a file. Other than that it's a fun game which fits the theme. Keep it up!
great graphics, but the controls aren't so comfortable. good job anyway
A really nice endless platformer. If I may ask, how did you do the endless rooms? If I have to guess there are around 8-ish rooms and you randomly choose which one will appear next, or is there a more complex system behind it?
There is a total of 5 chunks of 15*40 tiles , I didn't add more chunks cuz I didn't have other ideas @marron121 , If you see the source code , you can see how did I do my chunk system.
A neat little platformer.
Good job supporting both QWERTY and AZERTY, though I was a bit surprised to see the less widespread AZERTY to be the default. :) Manually tweaking controls for the layout shouldn't be necessary. I'm not familiar with pygame, but SDL2, which pygame seems to use, has the concept of scancodes vs keycodes, where scancodes keep their physical positions across layouts. If you use scancodes for the keyboard input instead of keycodes, you won't need to worry about the layout.
I got over 1,000m. I have no idea if that's good or not. I definitely messed up quite a lot.
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The music was extremely good and the concept was cool (it felt like spike dungeon, but upside-down). The difficulty scaling could use some tweaking though. By 4.5 minutes, I hadn't seen the plants, so I was starting to wonder if I had found a bug. It would help if there were some sort of indicator showing how far away the plants were, but I think the more important change would be to make the plants go a bit faster or something.
Here are two other random things that I noticed: 1. The "slow down" powerup has arrows pointing to the right. Traditionally, slowing down (or rewinding) has arrows pointing left. Arrows pointing right normally means speed up. A good example of this would be media players, but the iconography has been extensively applied in video games as well. 2. There isn't much headroom in a lot of areas, so it's very common to barely bump your head on a corner when jumping. This is slightly annoying because it ends up serving (at least in my case) as the main obstacle in the game rather than the difficulty of choosing a path or quickly executing movements. I'd recommend slowing down the jump and gravity a bit and increasing headroom in a couple areas.
Anyways, this was a pretty good entry. I had fun.
Audio and graphics we awesome, I found the controls a little tricky but it didn't detract from the your game design. Good stuff!
I thought that I would be so cool with my 350 meter record, but seeing the comments now I'm sad :( But anyway, it's a nice little "endless jumper", it has a good atmosphere, it could fit as a time killer on the phone. Maybe one issue that annoyed me is that on "tight corners" I always missed the left/right movement, got my head bumped into the ceiling and I had to jump again. Again, again, and again :D But maybe that's just my issue. Cool game, nice vibes, I had fun! :D
Great game ! Classic gameplay but the music and the graphics create a nice atmosphere, it's fun to play.
Good job :slight_smile:
highscore.png As far as I could get before the wall decides "no you're done now" and out-paced me Very fun game, control felt good
Great game for a jam! Game loop is clear is and fun. Plus for good graphics and sound! Good luck!
Nice fun little game. I wish the creeping plants moved slower, but was more visible the whole time - so you had some more suspense to why you're jumping up and up, escaping it. Once you did see the plant, it was over so fast. I really like the mood and graphics, especially the crumbling atmosphere when the cave is shaking, it looks really cool.
infestedholeHighScore.PNG
The platforming movement is very robust and responsive. I've seen many LD games struggle with this, so nicely done. Also, the music is amazing, excellent work there. Looking to the future, if you want to expand upon this concept, some additional movement options like wall jumping or sprinting would really take this to the next level.
The addition that I would recommend the most right now, though, is some sort of indication of how far behind the monster is even when it's not on screen. I understand that the sense of uncertainty lends atmosphere to the game, but the right thing could enhance that. Maybe a sound effect that gets louder as it gets closer. Something like that. I say this because when I was playing, for much of my run I wasn't even sure if I could die at all. It wasn't for six minutes, when I finally saw the monster, that I knew what I was up against.
I noticed in your description that you felt it necessary to let the player know that they cannot collide with the scenery (or obstacles, as you called it). I personally didn't find this to be a problem in your game, but if you are concerned that decorative objects look like obstacles, you could try desaturating their sprites, or giving them darker colors to make them look like part of the background. As foreground elements, I honestly think they're fine.
Good work, overall, this is a straightforward and well executed entry.
Nice! You did a great job with the controls, it feels very polished! I was getting annoyed by the jump sound, some pitch variation or something would have been nice!
I liked the background track and the overall feel of the game. It's a promising concept and could become a real game with more added complexity!
Love the art style. Nice and satisfying. Good job!
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Pretty fun! Wish I could see how far ahead I am