FoonLudum Dare ExplorerLD51 → Windy Mountain

Windy Mountain

By initialposition

View on ldjam.com

CategoryRankScoreCount
Overall1163.7121
Fun833.7621
Innovation3832.8921
Theme4123.0721
Graphics963.9221
Audio1253.5520
Humor3062.2321
Mood2203.2621

Comments

lancival 2022-10-02 22:48

Wow the pixel art is really good! The camera is a little disorienting though, since it moves back to centering on the character if you stop running forward.

ghostbomb 2022-10-02 23:02

This is extremely well done! Really liked it! Everything felt really polished for 48 hours.

I have a small nitpick because everything else is really great: It's a little disorienting having the camera snap back to the center every time you stop moving. It'd be nice to just let the camera stay off center and then have it drift the other way when you move to the other direction.

I love the wind effects btw.

thedashdude 2022-10-03 02:58

Jumping felt a little odd, like the placing of the jumps was just a little off. Second level was really fun, and the pixel art was all nicely done. Nice work.

sarah-alexa 2022-10-03 21:03

I really like the pixel art for this and how floaty the wind feels. Those checkpoints really remind me of Little Big Planet which is a very good thing. My issue is really just the difficulty and the lack of any kind of indicator for the timing. I found some bits really hard to judge and time and I'd over or undershoot things but the concept is great and I liked the feeling of exploring a mountain a lot!

I'd love to see more on this!

pascal-fitzner 2022-10-04 18:28

"I actually didn’t get as much done as I wanted to this time", I would say for the given time frame, this is a very well made game.

asieke 2022-10-07 03:26

Good game, the only real nick-pick I have is the way the camera rubber-bands when running and jumping around made me a bit motion sick.

matt-ravenhall 2022-10-18 16:36

Nice little platformer, great job!

ukulelefury 2022-10-18 16:46

:D Wow, this was a lot of fun! Really great pixels. Nice snow effect. I loved the little detail of the snow flurries around the green bouncy orbs. You have really nice sound effects too. The controls feel really great and easy to use. HOWEVER, your jump-press-timing around your green bouncy orbs should be a lot more forgiving! There were a couple orbs in particular that each took me ~30 tries to get past, and which shouldn't have been that hard. But this was a really fun game! More please!

aligator 2022-10-18 18:51

I like everything in your game, it does't feel unfinished at all! But I am very bad in Jump'n'Runs, so I failed at the part where you have to jump over one orb and thon on some platforms to get to a lever at the end. After > 50 tries I got sometimes to the lever, but not back again...

However up to that point, the game made a lot of fun! For me the screen-bouncing effect did not really matter.

Well done!

alex-de-la-cour 2022-10-19 10:03

A fun little platformer! Cute low res pixel art and snappy movement, I think perhaps the hit boxes for the double jumps could have been a bit bigger - I often missed them in a position that felt like it should have worked. But overall this didn't at all feel unfinished - good work!

ava-skoog 2022-10-19 15:35

Short but sweet 😊 On Mac so played web version and did unfortunately run into the issue with the music just stopping but it was good for as long as it played. The bigger issue was really that the countdown (and wind, if it got that far) didn't stop playing when I lost—is that a web issue only? ☹️ The levels you made were nice and self-explanatory without being too easy. The timings especially took a few tries to get right. Slightly lower gravity and a bit of coyote time would've been nice as I felt that got me a few times in a way that felt a bit unfair but it wasn't a big issue and I adapted to it. Otherwise the platforming felt really good and the graphics were cute; the pixellated blur-out on failure is very nice. Well done!

chungostudios 2022-10-20 16:12

Good game!

I think some of the platforming is a bit unforgiving, though. I had quite a bit of trouble jumping off of the green orb things.

deepfreeze 2022-10-20 18:48

Solid game, I agree with the others that the green orb things could probably be a bit more forgiving. Music and art are really solid. Platforming physics seem solid enough. Overall, a pretty solid entry. It's nice seeing someone else use GMS2.

resacagames 2022-10-20 23:02

Strong Celeste vibes on this one. Liked it a lot, besides despising the little green orbs of hell. It gets interesting in level 2 , but those green orbs.... hate them.

jeremy-ryan 2022-10-21 00:47

I enjoyed this a lot!

A lot of the mechanics are treading familiar ground with precision platformers, like the double-jump beads, levers, and springs. When I reached the button, I assumed I was at the end, but you still had another level! The second level introduces the title mechanic, wind, and adds a lot to the gameplay. Now you're not only trying to do the platforming, but you also have to race to get the puzzles done in time to catch the next updraft to your destination. You definitely develop a bit, and leave the player wanting more --- which is honestly probably a good thing for a jam game! Two great levels are better than ten stale ones.

The music is very pleasant and bouncy. Even on loop it doesn't grow old. I listened to it for ~20 minutes after finishing the game while drawing and still didn't get sick of it, which is a great compliment for game jam music.

The graphics are simple but get the job done. Despite the low pixel count, the player's walk cycle and jump are full of energy and character; I particularly liked the detail of the player looking up while jumping up and down while falling. I personally lean away from extremely low-resolution pixel graphics, and while you executed them quite well, I think it could look even better with a little more definition (maybe 16-pixel tiles). And it at least seems like you would have the art chops to pull it off well!

One common criticism I have for precision platformers is death animations that take too long, and you definitely avoided this trap. The frequent checkpoints and quick respawn made me want to keep trying even after messing up a tricky section.

I drew your climber character and added them to the fan art compilation on [my profile](https://ldjam.com/users/jeremy-ryan/).

windy.png

Nice entry, and look forward to seeing how you do in the results!

initialposition 2022-10-24 09:52

Okay so I'm finally getting around to write a comment here. I've been pretty busy since LD51 and couldn't really answer anything here.

First of all, I want to thank all of you for your feedback and praise. I've read all of it and as always it's such a good feeling to see that people enjoyed what I made.

@lancival @ghostbomb @asieke It's really interesting to see that the camera apparently was a problem this time. It was the first time I implemented a camera that allows you to look ahead further in the direction you're going and I thought I balanced the values for that pretty well, although while playing the game again a few weeks later I did notice something was off with the camera, even though I couldn't exactly pinpoint what it was. Apparently my camera coding still needs work :D I think making the camera move a bit slower horizontally could already solve this but I will experiment around to find out exactly what is feeling odd so I can avoid that in the future. Thanks for the feedback there!

@ukulelefury @aligator @alex-de-la-cour @chungostudios @deepfreeze @resacagames The jump orbs were a pain to get right and I'd agree with that they still aren't. I actually already gave them massively oversized hitboxes to compensate but playing the game again now I agree it's a bit unreliable. In retrospect I should have made them activate on their own and grant you a double jump when touched but that didn't even occur to me during development for some reason. It would be one of the first things I'd change should I ever come back to this project though. Thanks for your feedback :D

@ava-skoog The web version is unfortunately always a bit weird in unexpected ways, yeah. During development I only really test the Windows build because I can do that fast. Game Maker should theoretically run on all platforms with the code you write but there's always small things that end up being incompatible between platforms. This time it was a lot of sound based problems apparently. I will probably tidy up the code in the coming week and release a post jam update addressing the main criticisms people had and if I manage I'll fix up the other platforms as well. Thanks for bringing that to my attention :D

@jeremy-ryan Ok so first of all that drawing is incredible and when I saw it my brain ceased to function for about a minute. Never in my life did I expect to ever get someone with actual talent to make fanart of my quickly thrown together super low res pixel art so I was completely overwhelmed and happy when I saw it. Thank you so much. As for your confidence in my art skill, I use such low pixel counts because I can't draw anything of higher resolution without it looking absolutely terrible right now. I'm working on it and I'm confident that I'll improve (maybe I'll try to tackle larger sprites next jam :D) but for now this is the absolute best I can produce. If I get to a point where I'm confident with larger pixel counts one day, I'll remake the player sprite just to flex on my current self.

Congratulations, you have reached the end of this comment. Please take a 5 minute break now and hydrate yourself. Have a great day! :D