FoonLudum Dare ExplorerLD51 → Swipe For Victory

Swipe For Victory

By frostpower

View on ldjam.com

CategoryRankScoreCount
Overall12162.4721
Fun11432.5820
Innovation12042.2520
Humor9022.2019

Comments

oliver-richmeier 2022-10-04 03:56

it was fun getting flung in the air by the moving obstacles. the controls are quite slippery, it requires a lot of mid-air adjustment to do any precise platforming

thatzniko 2022-10-04 05:24

It was funny but I felt the controls a little bit slippery. NICE DONE

black-potion 2022-10-04 07:49

Nice, a bit of trouble with the controls too :) I flew in the air like I don't care hahaha Great job anyway ^^

sillyman987 2022-10-04 14:59

It was good, but the controls were very slippery and they made it impossible to get past the red lines.

frostpower 2022-10-04 16:44

@oliver-richmeier @thatzniko @black-potion @sillyman987

Thank you very much for your opinions! I had problems with the slide, which continues, I'm looking for a way that it does not happen but at the same time you can fly away. If they have problems passing the hammers, they have to go through the edge, so that when they hit it they hit it and the hammer goes through them. They are very fast :/

const-arch 2022-10-04 20:49

Nice job getting it done! It would be nice to have a couple cylinders or something where my feet are to make it easier to tell how close to the edges of things you are.

likurio 2022-10-05 08:00

Nice job

raddipl 2022-10-05 17:14

Good job, had fun :)

squimmy 2022-10-07 12:57

First-person platformers are very hard to make fun. not being able to see exactly where you'll land makes things frustrating to begin with, and without features to make it more forgiving (for example a double-jump), things only get more irritating.

Unfortunately in this game, the extremely slippery controls and a complete lack of convenience features (like jump-buffering) only make things worse.

I also don't understand what you were aiming for when designing levels and gauging difficulty. normally, difficulty is there to give the player a sense of achievement when overcoming a challenge. in this game, the levels simply felt unfair and when the player finally clears an obstacle, it feels more like luck than anything else; there's very little sense of achievement. What's more, in some cases the player gets launched so far that they have to wait for a long time before they die and can try again, which only compounds the frustration.

There's a noteworthy comment in this interview with Koji Igarashi (https://www.gamedeveloper.com/business/a-i-bloodstained-i-q-a-with-koji-iga-igarashi), where he says that they ensured the bosses were fair by requiring the developers to defeat them without taking damage. I wonder how reliably you're able to beat your own game, @frostpower, without dying.

That being said, the game is complete and playable and from what I can tell is largely free of bugs. This kind of game is especially hard to make fun, so you were starting at a disadvantage, and you deserve recognition for what you were able to achieve in the short timeframe you had available.

frostpower 2022-10-07 18:22

@squimmy Hi!!, I really appreciate your comment, I was really expecting a comment of your caliber where you mention all the errors in my game, and it is something that I really appreciate. The truth is that I ended up doing it in less than 48 hours, I couldn't think of anything. And reading your comment I realize that it was not one of the best things to tackle hahaha, but it taught me a lot, the next time I want to make one I will take your comment into account... Thank you very much!!

frostpower 2022-10-07 18:24

And I should clarify that I have zero experience in balancing a game hahaha, it was like trying to beat a very difficult game on the first try xd

mathead 2022-10-08 16:32

Very cool, it's like first person fall guys :)

The red lines part was pretty frustrating and I couldn't get past the rotating hammers, but I guess that's part of the course :)

squimmy 2022-10-09 13:29

Thanks for taking the feedback in the spirit it was intended. I've always found it hard to find honest feedback, and even when people tell me something I already know, I find it useful to compare what they focused on as problems as compared to what I thought were the major issues. Hopefully I've been able to be helpful in some way.

hawkin 2022-10-21 01:05

I won't add anything about the player controller, since you are already aware :)

Adding sound effects (a form of feedback) is another thing you can add to increase player fun! Little things like a jump/land sound effect, or a whomp when the player gets hit, ground the players actions.

Thanks for the submission! Keep at it!