triangle-point 2022-10-03 22:08
Vibing to music and running around a messed-up city collecting batteries, can't get much better than that
Foon → Ludum Dare Explorer → LD51 → Finest Urban Planning
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 2.86 | 13 | ||
| Fun | 2.68 | 13 | ||
| Innovation | 2.22 | 13 | ||
| Theme | 2.86 | 13 | ||
| Graphics | 2.45 | 13 | ||
| Audio | 3.18 | 13 | ||
| Humor | 2.60 | 12 | ||
| Mood | 2.70 | 12 |
Vibing to music and running around a messed-up city collecting batteries, can't get much better than that
Music too gud
Like the vibe, a lot of the platforming can be really frustrating though and the sensitivity (on 800 DPI) was insanely high. Music is on point though
I'd love to play but the Mac version wouldn't open for me on my M1. What game engine do you use?
@pete-thorne We used unity. Sadly no one of us owns a mac, so we weren't able to test it for mac.
Nice idea and nice execution, I enjoyed running around collecting the batteries. Well done!:)
Very ambitious, making a cycle-based 3D platformer in this short a time. It's a little rough, but it feels like it's just a polishing step or two away from being very enjoyable. The camera sensitivity in fullscreen in particular seems like the biggest hurdle to getting into this, as it is way high. Still, a very good result given the difficulty of the task at hand!
Love the use of the theme
i wish there was some sort of indicator just before the things move
Some way of indicating which way each object moves, and a clear visual difference between movable and non movable things, would have made gameplay much more accessible
The windows/doors can be somewhat exploited, but you already know that
It was a little difficult to tell when things were about to move - which is fine most of the time, as I can simply wait until a move occurs, and then I know I have time. But there were some platforming areas where it was crucial to make a jump precisely at the moment a move occurred, and these bits were a little less fun to play in.
I would have also liked to have been able to tell which objects are supposed to move and which aren't (as in @mrchip's comment above). I spent about 30 seconds waiting for an elevator-like platform to move up, confused as to why it wasn't working, before I realized there might be a chance that this platform doesn't move at all.
The level design felt a bit all over the place, but each separate platform was very nicely designed. (I specifically enjoyed the hollow platforms that you could either walk inside of, or jump on top of).
Music _too_ catchy :-D
Good 3d framework. A bit awkward to navigate - I guess partly by design! Def needs polish, but it's impressive for a jam!