FoonLudum Dare ExplorerLD51 → Space Dizzy

Space Dizzy

By mads and m0dsat

View on ldjam.com

CategoryRankScoreCount
Overall1154.0226
Fun2613.7526
Innovation1973.7926
Theme1294.1826
Graphics2814.0626
Audio914.0426
Humor8962.2222
Mood3513.6925

Comments

andrew-hoyer 2022-10-03 23:55

High marks for this one. This is the best game I've rated so far. Good use of the theme, clever idea. I got a little bit lost by the third level, but overall this is a fun puzzle game that I would play more of.

austin-sierra 2022-10-03 23:58

Good graphics and sound, but ill be honest the splat effect kind of creeps me out. kind of fitting though with the space theme. And yeah the game did make me a little dizzy after it spun around a few times. Good namesake but still kind of nauseous

jag 2022-10-04 00:05

A job well done. Definitely one of the higher quality games this jam. I was experiencing one very annoying bug where my character would just stay stuck in position for some time that really bogged down my sense of fun, but other than that very nicely done!

2022-10-04 00:47

Fire game. I'm rolling kids on leaderboard though :kissing:

m0dsat 2022-10-04 06:48

@andrew-hoyer Thanks for the kind words and feedback.

@austin-sierra Hah. Dizziness is a feature, not a bug :sweat_smile: Thanks for the feedback.

@jag Yes. We get stuck sometimes too. I started happening in some the the later builds and we didn't have time to get it fixed as it is hard to reproduce. Thanks for the feedback.

@jakeyboijumpsuit Man, you got some skills. I had a new run this morning, and while I beat some of your times you are still 5 seconds ahead on your best one. Gotta git gut I guess. Thanks for playing :smiley:

matt-ravenhall 2022-10-04 08:57

Really nice feel to this game, controls nicely too. A rotation direction indicator may be nice, I kept forgetting which way the world rotated..!

misha-levin 2022-10-04 14:07

Most games that invlolve movement were seriuosly lacking interesting movement. This one is exception. Simple yet clever solution to theme.

krakadushka 2022-10-04 14:07

Wow this is an awesome game! I really like the art, sad music and your gameplay. Also I want to say that technical implementation is really cool) Core machanic is great! It is so match to theme! Great job)

flaterectomy 2022-10-04 14:15

Great puzzle game, and I love the art style you went with. Excellent palette and that soft glow is just chef's kiss. Unfortunately, I am bad at puzzle games. There's one laser, some big purple blocks, and my monkey brain can't comprehend the next required move. Part of it is that the rest of the level is outside of view and I do not have the required recall to know exactly where a ledge may be when I can't directly see it. Which is a shame, because I'd really //love// to play more of this just to explore all the assets.

Controls felt good, the character death--while obviously sad--was a fun explosion of pixels to behold. The music really set a cool vibe, sfx were great. Overall a very solid entry!

brovovar 2022-10-04 14:23

Wow. Definitely the best game so far.

milq 2022-10-04 14:25

Good moderate use of AI and great puzzles! Perhaps the game have the same issue as mine, it becomes a bit slow having to wait for the state to change. We have had the same design problem. Still, the game is spectacular. Congratulations to the whole team for this great entry. Awesome game!

keip 2022-10-04 14:37

very well done. the last level I have no longer managed :D , at some point I gave up. I do not have the timing. But graphics and especially the sounds and music make a very good mood. keep it up

ogelgames 2022-10-04 14:46

Really nice game, the platforming was well made, though it might have been better if it was slightly slower, I found myself tapping the controls a lot trying not to move too far.

macs 2022-10-04 14:58

Great use of the theme! It added an interesting twist to the platforming, that had me timing my jumps on the gravity transitions and trying to read the level ahead to see how things would change with the next rotation.

The level design also used the mechanics very creatively; impressive for a jam! I found most of the levels the right amount of challenging; the designs guided me to the correct path pretty well, but were still rewarding to complete. I also appreciate that there was an intended path but the platforming mechanics and level design allow for many "shortcuts" if you know where to look. This was probably my favorite part of your mechanics, and I could see this being fun for speed running.

I had an annoying bug which (playing in WebGL) where my character would stop listening to input after an uncertain number of deaths. Because of this it took me 3 restarts from level 1 to get all the way to the end and I didn't have the heart to restart again when it froze on the last level :(

But I had fun playing even despite that, very nice entry :)

madr 2022-10-04 17:00

Amaze! This vas very polished and the controller felt nice, like a propper precision platformer one.

cobrajs 2022-10-04 18:42

Top notch game! Really enjoyed playing it, and came so close on the last level haha. Sound design was excellent, and the graphics were really good. I love how you used the AI art to inspire instead of just using it! There were definitely some collision detection bugs here and there (once I ended up outside the level, and luckily I died so I could restart haha!), but overall really great!

m0dsat 2022-10-05 06:42

@matt-ravenhall I actually thought about a direction indicator at some point, but didn't have time to fully explore the implications. Thanks for the feedback.

@misha-levin Thanks. We spent a lot of time refining the player controller to make movement feel good in conjunction with the rotating world. Glad you enjoyed it.

@krakadushka Didn't have have time to focus on graphics so much this time round, so we tried to keep it simple. I did compose an actual piece of music, which was on my must-do list for this LD, because I rarely get the time. Glad you liked it, and thanks for the feedback.

@flaterectomy Thanks for the feedback. Not being able to see the entire map was definitely a conscious decision, although a tough one. It does make the puzzles harder as you have to not only remember where things are, but also anticipate actions of physics object (the purple boxes specifically). I see that some people made it through, but the difficulty might have been on the hard side. Thanks for playing though and thanks for the feedback.

@brovovar Thanks for playing :smile:

@milq Yes, the waiting for 10 seconds was a real problem. I played yours as well and while I did notice the wait (especially in the early levels) it was not really a big problem. We tried to solve it in our game by playtesting and giving the player something to do while waiting, i.e. clear a few rather easy platforms. Thanks for playing.

@keip Hah. I did write "This is the last level" and "Don't give up" on the walls on that one, but I guess I should work on my motivational skills :joy: Thanks for noticing sound and music, and thanks for playing.

@ogelgames Thanks for the feedback. Yes, the controller might have been slightly too twitchy. I was responsible for that, and even though @mads pointed out the same problem during development I never got around to look at it. Thanks for playing and for the feedback. Oh, and congratulations on Boomsticks too. Had fun with that :smile:

@macs Thanks for the feedback. We worked hard on the puzzles and difficulty ramp, so I'm glad you liked it. The 'intended' vs. 'fastest' route was definitely a design decision, to heighten replayability. Although replays are hard to hope for in LD it seems we at least hit one player with that (looking at you again @jakeyboijumpsuit :smile:). Sorry for the 'getting stuck'-bug. We saw it in late development, but didn't have time to fix it :cry:

@madr Thanks for the feedback. A good controller is so important in games like these and we spend a lot of time refining it. Glad you enjoyed the game.

@cobrajs Heh. Ending up outside of a level happened to us only a few times in development. As we dfidn't have time to fix the cause we made a collider outside every level that would kill you if you somehow ended up there. A terrible solution to a major problem, but I'm glad it worked in your case too :cold_sweat: Thanks for the feedback and notes about our use of AI. I feel that the grey area caused by the use of AI will grow over the coming years, and it will be interesting to see how the community responds in general.