vhalenn 2022-10-03 13:48
I like the mood but often the transitions can kill us when we are place in front a spikes.
Foon → Ludum Dare Explorer → LD51 → Sunfall
By chemicalcrux
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 181 | 3.54 | 25 | |
| Fun | 234 | 3.32 | 25 | |
| Innovation | 364 | 2.95 | 25 | |
| Theme | 316 | 3.39 | 25 | |
| Graphics | 91 | 3.93 | 25 | |
| Audio | 253 | 3.06 | 25 | |
| Mood | 105 | 3.63 | 24 |
I like the mood but often the transitions can kill us when we are place in front a spikes.
Neat! I love this arcade-like game style!
I had @vhalenn 's issue - but only with the Jagged Gauntlet section. Overall, badass game! An end condition would be the icing on the cake, but the game is already great as is.
Very nice! Looks great and pretty fun too
Wow! What a well made game - fun and addicting in all the right ways. And a truly shocking amount of beautify and polish! I really liked some of the subtle additions - like the 'meters' score gently pulsing when you reach an noteworthy number - or the melting disintegration effect as blocks fade out. The Shepard's tone creates a uneasy feeling that really serves the mood well. Incredible job!
The game has a nice arcade vibe, and timing the segments to be 10 seconds long was an interesting take on the theme.
Sometimes the segments generated right in front of the ship, which made it impossible to evade (unless spotted during the "flying" transition) - if that transition was slightly slower, it might serve as an extra warning (since it seems you can still move during the transition).
The graphical "flourishes" were pretty impressive, especially the transitions between "levels".
It's very cool! I like that the spike gauntlet forced you to go towards the middle, since otherwise it was pretty easy to just stay to the side.
^ Spotting the upcoming obstacles during the flying segment was definitely the idea! I originally wanted them to already be on the ring as it flew into place, but it wound up being too hacky to make that happen, and the 10-second timer didn't give too much room to spare. Thanks for the feedback (:
Fun game and it looks very nice too. Really nice use of effects. Nice variety of obstacles. The *tink* sound when skimming the obstacles was a really nice touch. The game flickered for me from time to time, black screen and no sound for a split second.
I’ve noticed that happening a lot. I think it has something to do with the whoosh sounds. Might try to debug that…
The idea is good, and the visuals also really good. But I am sorry but I really don't like the sound effect/music, I think some funky techno music would have been better. Overall this is still a good compo game. Well done.
Haha, thanks (:. I originally wanted to make some music for it, but I haven't done any in years...and I couldn't get any simple tracker software working on my macbook, so noise it was!
This game blew me away when i started it up! Looks amazing, awesome mood, feels fun to drift around, incredibly impressive! It did start to get very repetitive after a while, which there a few ways to fix but they all take u time, which a jam doesnt always provide. But the parts you made, you made with exceptional polish and were truly breathtaking!
Great entry! Transitions were maybe a bit too long.
I liked the idea of having random environmental dangers appear on your track. The transition animation from one danger to the next was good. I would have preferred a more direct control of the ship, including the camera, it feels a little bit drifty.
The warp transition is really trippy and amazing how it like unwraps and reforms! I thought the track would get less wide and it took me awhile to see that it was really getting more wrapped. Also the effects of the flares coming out behind you is really nice. MyScore.png
Aw, the Mac build is too laggy to play. :(
@josh-roby Does turning on dynamic resolution help at all? It really chugs on my M1 Pro because of the enormous screen resolution, but it works well once I enable that (thus rendering at more like 1080p).
High-DPI displays have a lot of pixels on them!
Really cool game, very trippy, great graphics and feel.I like the audio too, even though i feel some kind of music could add to the trippyness. The event change every ten seconds is a bit too often. I know it's because of the theme, but if you make a post jam version it might be worth leaving more space between the changes.
@goosegarden ya, I was a little uncertain on the timing. I did consider making ten seconds *on the ground*, followed by a few seconds in the air.
If I work on this more, I might adjust it so that the stage is *damaged* every ten seconds, and collapses after a random number of cycles. That'd mix things up a little (maybe even letting the player cause damage to get out of a hard stage sooner?)
Nice game! I like the design, it's a pity that 10 seconds are so short though. There were some moments where I spawned right in front of an obstacle with no time to move, unfortunately that wasn't the best, but I had a lot of fun with this game. I think you really got the feeling of speed right during the transitions!
You really have the perfect amount of polish and scope for a jam game - it reminded me a lot of Race the Sun at first but your effects and layered design help it stand out on its own. I agree with what others have said about a safe-zone transition and I wasn't a huge fan of the audio tone after an extended session but it definitely helps with the feeling of dread. Overall a great entry, nice work!
@tomatolamp I was wondering whether someone would remember that game! I was absolutely inspired by *Race the Sun* when coming up with the general idea (even if it's been a hot minute since I last played it, haha).
Thanks (:
I enjoyed this! I liked that it kept changing every 10 seconds, so I don't think it was an issue that the interval was so short, but I did keep losing because obstacles were spawning so close to me when it switched.