FoonLudum Dare ExplorerLD51 → HydroRobia

HydroRobia

By joeshanahan and AmyE123

View on ldjam.com

CategoryRankScoreCount
Overall2703.8225
Fun3973.5825
Innovation4103.5225
Theme1204.1925
Graphics2474.1025
Humor3503.2722
Mood4953.5424

Comments

owinmowe 2022-10-04 02:04

I really like it. It was a little rough on the controls, but it was lovely anyway. ty for sharing!

chase-of-bass 2022-10-04 08:27

Amazing and really really impressive work -great levels that by level 3 had me thinking a bit -really fun! The music and art style are perfect -and the platforming, while floaty, is really fun to control in it's own unique way :D

kitkii 2022-10-04 14:35

Liked the concept of the game. The character controls were a bit awkward especially when trying to move around boxes etc and accidentally pushing them. I couldn't complete all of them because apparently, I'm not that good at puzzles. The fast forward control is such a nice feature to add so you don't spend a lot of time waiting for the timer after finishing the puzzle though. Main character was nice and liked how they looked with the animation at the end. liked how when in water the game and audio changed to a more distorted version. Really added to feel of not wanting to be in the water. Overall great game.

noctiluca 2022-10-05 20:56

This was quite fun to play! The only issue i had was with the movement, it felt a bit slippery, like walking on ice, so i'd always end up slipping ahead of where i'd want to be. But other than that i think it was pretty great and puzzly! Good stuff <3

hydezeke 2022-10-06 04:25

This is really lovely :) The pacing of 'every 10 seconds' works really well for this game, but the addition of the fast forward button makes it perfect. Thanks for adding a level select too! I got a little stuck after 'box tower' and still got to experience all the content right away! Also the OC is kinda cute :eyes:

mediflect 2022-10-06 04:26

Very polished overall! I especially liked the death sequence, how the music pitches down and the screen goes grayscale before you just... explode. I really appreciated having level select unlocked from the beginning, and I was impressed with how many unique levels there were. Great work!

(also the music weirdly reminded me of Luigi's Mansion?)

fribolin 2022-10-07 09:07

The 3D Puzzle with time pressure was great, but the controls were really unforgiving. Besides the very slippery movement, what was up with the slopes? I got so slow walking up the slopes and then suddenly ran forward when getting to the top, making me fall down again. The character-model was really great :)

joeshanahan 2022-10-07 18:44

@noctiluca @fribolin @chase-of-bass Yeah, didn't manage to properly nail RigidBody character movement this time, especially with the slopes. It was something that was bugging me while working on the game but ultimately, I ended up removing most the slopes instead because I couldn't fix it in time. I think it's an improvement on the last time, so fingers crossed one day it feels *just* right

@mediflect YES! when we decided on the music, I was running around getting Luigi's mansion vibes! :smile:

Thanks for playing the game everyone, and thanks for the feedback! ^_^

itooh 2022-10-07 18:58

I like the idea of a sokoban with an evolving level! There's lot of potential, and the level-design of some level seems pretty neat already. However, I couldn't solve many of them because of the character inertia. It's slippery, and goes way too fast, it's easy to miss a jump, or even a basic walking. Executing a solution was thus very laborious, which hindered on the reflection. I feel like a grid movement would have worked better than 3D physics. The robot was really cute though, and I felt clever for solving some of the levels! The controls are really the thing that bothered me, but if it's fix, I'm sure it would gives a great puzzle! There's already a lot of polishing, and even enough content. It's still an impressive job to have released something as clean and well thought!

cornflowerblue 2022-10-08 15:45

Nice game! Controls are a bit hard to use but once you get past that you have a nice little puzzle platformer with nice time pressure.

stvup 2022-10-09 06:28

Its a fun platformer! Beautiful music and art! Only downside was the high acceleration and low friction but other than that its a great game!

jaker 2022-10-09 07:15

One of the best LD games I've played yet! Too bad the difficulty ramps up so I couldn't finish it (or maybe I just suck :D). Still I'm surprised at how much content there is.

The game felt polished overall, except for the floaty character controls and some rather minor issues with the graphics (visible mipmap filtering on the terrain, motion blur on the character, and low res shadow map).

I got stuck on the fourth puzzle (bridge building). It would be useful to have a way to pause the game and enter camera mode just so the player has some time to think. The player would be relieved of some of that pressure which makes their brain not work well. Well, it would at least help in my case :D

As a non-artist, the environment assets felt well-chosen and the character was well-designed. The little animation at the end of each level was cute. The explosion effect was hilarious in a way that juxtaposed everything else. The choice of music also seemed fitting with the game, and the slow-down effect when you were underwater was a nice touch. It helped to add to the polished feel of the game.

ghostbomb 2022-10-09 07:20

I managed to complete all the levels! The puzzles are very thoughtfully constructed. I love the design of the main characters. I like robot characters a lot. I just wish she didn't have the handling of a boat T_T.

bqq 2022-10-11 16:06

Very well crafted and polished whole! Love all the little menu details like the instructions, data reset button mashing, level select (allowing you to skip levels is great for jams!). Extra points for everything being clearly keyboard accessible, I really should do that in the future. In-game I really appreciate having a platforming shadow right under you and the outro is cute as all heck :D Having a fast-forward button is really smart, wish many games I played here would have had that.

Like others have mentioned the controls are a bit heavy/awkward making it a bit hard to do precise movement. I had a rigid body approach as well but went with direct velocity manipulation in `FixedUpdate()`, that way I have total control over acceleration, deceleration and gravity and am not left to the whims of the physics engine. It has it's own downsides so I haven't really figured it out either, may we one day find a perfect way to control the player in Unity :D

The gameplay itself was great, great introductory levels and good ramp up from there. For me "Staircase" was easily the hardest map and I even initially skipped it, even after beating all the other levels it took me quite a few tries to get right (and even then I probably did an unintended solution with jumping from a stacked box on the middle of the map :D). Also pacing wise maybe some lighter platforming levels could have been between the hard puzzles to give the players a bit of time to breathe.

With presentation I feel like you have nailed a very cohesive art style, it all works together super well! The main character is well modeled/animated and even with pre-made level assets the color scheme works super well. Visually I really like the in-game key indicators and the MAX level line, they don't look as jarring as they could

On a small meta-tip I recommend leaving more comments for people as that's what the new Ludum Dare Smart algorithm favors, that way you could get some more players which this game 100% deserves!

joeshanahan 2022-10-11 22:00

@bqq Yeah, we do all the movement logic in FixedUpdate but I think we just got the acceleration, max speed, and the slope threshold badly tuned. That in combination with the overly aggressive push-detection means you often get caught on things you didn't mean to, or sliding past your target.

I think it's better than we've done in previous jams, much less slippery, but still a long way to go! Thanks for all your kind comments! 😄

@ghostbomb "The handling of a boat" I honestly laughed out loud, that's hilarious 😂

bqq 2022-10-11 22:06

@joeshanahan Yea didn't really mean that you wouldn't use `FixedUpdate` as that's the right place to do anything physics related! More like that I literally do something like (with custom, but very fast, acceleration though):

```cs void FixedUpdate() { Vector3 velocity = rigidBody.velocity;

// Not really but you get the idea :D if (Input.GetKey(KeyCode.Left)) velocity.x = -10f;

rigidBody.velocity = velocity; } ```

That way I can ignore all level geometry and forces etc. not sure if this is the usual way to do it (or if you're even using it :D). I'm just happy it works more consistently than trying to apply forces which is what I did in the past. Though I can see it breaking horrendously if you have physics objects you collide against as then you'll push them with near-infinite force. Like I said it's still under R&D for me too!

steve7411 2022-10-13 02:39

I like the variety of levels and things you can use to solve puzzles. The suuuuuuuuper slidey controls made the platforming elements extremely hard to do.

lepoulet 2022-10-13 05:55

Good job. Puzzle are greats, music loops is a bit too short but it's entertaining. Graphics are nice. As other comment, some work on the player controller and it will be a cooler game