kory 2022-10-03 00:26
Wow!!! That game was HOT
Foon → Ludum Dare Explorer → LD51 → 0123456789
By muzakefron
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 129 | 3.68 | 21 | |
| Fun | 90 | 3.73 | 21 | |
| Innovation | 425 | 2.73 | 21 | |
| Theme | 412 | 3.07 | 21 | |
| Graphics | 193 | 3.57 | 21 | |
| Audio | 126 | 3.55 | 21 | |
| Humor | 129 | 3.16 | 20 | |
| Mood | 81 | 3.73 | 21 |
Wow!!! That game was HOT
Crazy music and graphics, really good! Some more environment and particles crazyness would have been even better. LOVED the music! Good work!
I've always been intrigued by hyper pop-style games. Very cool Some of those levels were extra difficult. Normally that would be off putting but the aesthetic is addicting so it makes up for it hah
The was INTENSE!! Really fast paced and really challenging level design, especially towards the end! The animations, music/sfx, and overall presentation was excellent.
Really fun and hard game. That last level was crazy! I almost rage quit 100 times! Nice looking transition animations.
Great game, loved the fast pace and the graphics, very solid level design too ! I really enjoyed that visual style.
That said, that last level was hard, I died probably over a hundred times on it.
Very nice entry.
Yo we made the same game. But mine is 3d... and yours is way better :D I LOVE the music and general uwu vibe.
Okay, so this game is great in many ways and contradictory in others. The overall presentation is awesome. It reminds me of Hotline Miami with how unapologetically manic it is. The music does a great job of conveying the high speed nature of the game as well. The character movement (when going fast) feels great. I especially love the downhill roll. That being said, there are some design decisions that really got me scratching my head. First off, why is it that your move set really favors going downhill quickly, yet the lava rises from the bottom? If the lava were to go from top to bottom, it'd feel awesome to outrun it by going down hills quickly as it's right on your tail. As it is now, you spend most of the level going downhill to either make it to the end no problem, or barely make it after 10 seconds and nearly immediately die since the exits are usually near the bottom of the screen. Next, why is it that you have a move set that's designed to feel great when moving quickly, yet you choose to rely on obstacles that are one-hit kills and difficult to see? I want to go fast since it feels awesome, but then I'm punished for doing so when I'm one-hit killed by a 2px tall red stripe along the ground or wall that I didn't see in time. Having obstacles like this force you to slow down and make precise jumps when the player movement isn't designed for that type of play at all. Because of how fast your character moves, it feels unfair to ask me to land in a small area between two one-hit kill zones. This problem is especially bad in the final level when you have the player jump down a hole into a death pit that they couldn't have possibly seen beforehand. Again, love the feel of this game when you're going downhill fast, but wish the level design allowed me to do so more often instead of requiring me to use a fast character's move set in a slow character's platformer challenge.
unce unce unce, way to deliver that cake!!!1! LOL
thanks every1 im really loving all ur feedback!!!!!
I share a lot of the same sentiment as @vykri . I really liked this entry, and it gets high marks from me, but some design choices really beat me up, like how small the red patches of floor and walls are. I gave up on Moon - just could not manage those jumps. Even so, this was pretty rad - had tons of style and just looks and plays great. Well done!
@vykri @pbg thanks for the feedback!! i think youre both completely right; some of that is just cuz i ran out of time, much of the rest is intentional (its *meant* 2 feel abrasive, even frustrating). im taking evrything into consideration but also i think "contradictory" design elements can add 2 an overall experience
The idea is fun and I had fun trying it. For me the visuals, music and sound effects is pretty good, but I also think it got a bit too intense. Overall a well made compo game. Well done.
Love the manic-acid-neon-idunnolol aesthetic here. Also like how loud and in your face the whole game is (including the music which is really nice and fits perfectly). Gameplay was pretty good as well, really enjoyed the last few levels and overall it feels pretty tight. I only wish that the levels had more art and details in them, cause its kind of a shame how basic they look. I dig the art of the character between the levels as well (the animated lines are a great touch), but the sprite in the actual levels is much less to my taste and I feel that if you made it in the same artstyle as in the between levels sections and more dynamic looking it will make the game feel and look way better. Really nice stuff for a compo!
One trippy experience xd I liked the challenge, but I found red plates little annoying because they weren't to exact IMO. But overall pretty good submission with quite rare style.
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This was a very fun game congratulations, that last level was so unforgiving! I love these types of games. The movement is very precise and satisfying when you manage a optimal run after so many tries. The restarts are nice and fast so I can go right back to smashing my head. The difficulty ramped up nicely, I never felt like a mechanic was hidden from me and used unfairly, I got to see everything before getting to the harder challenges. My main criticisms are that it's hard for me to see the red-on-green hazards, especially while moving. This felt a little unfair in some places but I was able to avoid them once I knew they were there. Also, personally, I'm not a fan of the strobing lights. I can't imagen playing a longer version of the game. Not saying it looks bad, it's just not to my taste. Still, great entry!