rawb 2022-10-04 00:13
Really creative and fun game. I really love the whole style, it's like nothing I have seen before
Foon → Ludum Dare Explorer → LD51 → bäbäböx X
By kultisti, sulo and humanisred
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 192 | 3.90 | 28 | |
| Fun | 132 | 3.96 | 28 | |
| Innovation | 254 | 3.71 | 28 | |
| Theme | 308 | 3.94 | 28 | |
| Graphics | 69 | 4.46 | 28 | |
| Audio | 75 | 4.09 | 28 | |
| Humor | 344 | 3.28 | 27 | |
| Mood | 261 | 3.78 | 28 |
Really creative and fun game. I really love the whole style, it's like nothing I have seen before
bababox.PNG
It took me a while to understand what's going on, but once I did it became quite enjoyable albeit stressful to manage all the constraints.
I think for the tutorial it would be good to show that enemies aren't grid based. I thought I had to avoid blocks where enemies walk at all costs, only by chance did I find out that you can be on the same platform as them as long as you aren't close to them.
Polish and feel is on point as always. Great stuff.
Looks and sounds AMAZING! The game loop is really tight and fun and gets chaotic fast! Tiny UI nitpick: I thought the lives counter was something I could collect, ironically I lost a life trying to collect the lives counter. :face_palm:
Really great game loop!
Honey, wake up! New Kultisti game just dropped!
Really nice, tight little core gameplay. Love the idea of destroying the ground periodically like that. The jump -> throw contextual action is a really elegant way to make this which gives a lot of heft and physicality to the throws, but the hands holding the block staying in the same place kind of hurt the legibility of the action and void that really cool element that would add a lot to the gamefeel otherwise, I believe.
The feel and polish and juice is obviously still really good, I love the aesthetic that you deployed, it's so deliciously bizarre and really grabs you in. The game is fun and very well executed. I like how the difficulty ramps up and the little arcade scoring backdrop. Maybe it lacks a way to throw the blocks 1 further than just on the next spot available, because I feel like something to push you to play a bit more acrobatically and maybe to be able to hit enemies in spots where the blocks might get destroyed anyway would add a bit to the experience.
Had a little trouble understanding that the sprites on the next-to-be-destroyed tiles were clock arrows, but that's such a neat idea, so UX-friendly! Also love the faces on everything.
You did an incredible job making a game this tight and polished just for the LD, I would have enjoyed it no matter the context it was born from - you can't really tell that this was done on such a tight schedule.
Awesome awesome work to everyone, and thank you very much for the treat ✨
The idea is fascinating, but most importantly, the game itself is superb. I like how simple it is in terms of game design and mechanics, but it feels extremely smooth and polished. Great job.
Original idea, great realisation. Really like graphics and sounds. Great job.
The sound effects and music really stood out to me (in a good way). It took me a while to figure out how the platform timers worked, maybe that something that could have been part of the tutorial? Over all great take on the theme, and thanks for going for a whacky style !
your game always have that unique atmosphere!really love it!(you can check out our game too!)
I think the art and presentation are really nice. The color choices are great too. In terms of mechanics, things can feel a little imprecise, for example there were times where I thought I collided with a burger but I actually didn't. But this could easily be adjusted if you decide to flesh out this game.
love your art style, pretty good pixel magic, the game is fun and simple, throwing the rock felt a bit weird at first but I after I got used to the game felt natural, congrats
Wow, this game really puts you in a flow state once you get used to the mechanics! It gets so hectic, but still relatively manageable until the very end. The sound and graphics gives it a very nice feel.
dA0srxx.png
got this score after a few tries :)
The hitboxes for all pickupables feel a bit small though, sometimes it looked like you were just running through them. And when you reach the end game it becomes really hard to see which single block will be spared from destruction, especially when there is so much other stuff going on at the same time.
Great game, and nice job to all of you!
Fun, fluid, polished, just what youd expect from kultisti. Neat premise and very satisfying and stressful gameplay.
Such a polished great game! The art style is really on top! Love it!
This is incredible! Ämäzing what you all put tögether! The änimätiön, feeling, mööd, ärt änd äudiö! Sö Pölished! Änd the whöle gämepläy lööp is sö creätive änd unique! Even the deäth screen is töp nötch! I löve it! Ihan saakelin hyvä oikeesti!
Great game, every pixel is oozing with style! The controls cycling in the tutorial is such a nice touch. The core gameplay works great, I got stuck playing this for like an hour while idling in voice chat, the core loop is simple enough that you don't need to actively think about it but it's so engaging that you want to keep playing it. The only issue I had was that at first I was super confused about the hearts (I thought they were a part of the map as they were pretty aligned to the grid so I tried to throw boxes to get to them but it didn't work out :D). Music and sounds were on point too, really fitting to the mood. Haven't heard of this kultisti cult people are talking about but consider me signed up :eye:
Great arcade-style platformer. The difficulty really ramps up and wow did this game kick my butt. I had a ton of fun with it, and felt myself slowing understanding the timings and mechanics better, and improving at the game -- great mastery climb!
The art style is great. In fact both the audio and the graphics are top notch, really love the entire presentation.
Addicting :p I like the mechanics, it's hard but once you get how the game plays it's interesting. GG ^^
So polished and fluid, amazing use of the jump button!
Managed 2876 so far.
Fun game! Definitely kept me interested in trying to get higher and higher scores. The gameplay is interesting, the overall idea feels rather unique.
I felt there are some things that could be improved. Most importantly: the visuals are very busy! Don't get me wrong, they look good, the animations are fluid, etc etc. Still, I think the blocks-to-be-removed could be indicated without adding one "clock" for each tile + one "scared face". In the late game it gets really tricky to find spots which will not be removed (if any), so adding more elements over top of the enemies + powerups + blocks is not great. Speaking of which, when there is a block to be picked up on top of a tile that will be removed, it is hard to tell: the block covers the visuals! And: it's nice that there are variations of the tiles (plain vs checkered vs battered), but this is even more visual noise. What about indicating the tiles which will be removed with a colour tint? Simple, easy to spot, hard to cover up. Overall I got a bit of an Earthworm Jim feeling from the graphics: they look great, but they sometimes make the gameplay worse.
As for the gameplay itself, it took a while to get used to all the mechanics and what I could and couldn't do. Eventually I figured it out enough to reach a (I hope :D) good score, but:
- What if the player landed when a block was placed? Every now and then I got caught off-guard thinking I had placed a block (but actually hit an enemy) and so I was safe to keep moving in the direction I was going. It's safe when I'm on the ground, but not when I'm in the air... - I am still undecided about the jump button = block place button. On the one hand it makes the controls feel fluid and intuitive, on the other hand I sometimes wished I could just place a block without having to jump. It's related to the previous point, I simply felt safer when I was on the ground. - The delay between the skull and an enemy actually spawning was long enough that it took me a game or two to actually spot that the skull means "an enemy will spawn here". Maybe a more obvious indication and a clear point of time when the enemy *is* there? - Maybe I missed this because of the busy visuals, but: does the game really eventually get to the point where *all* blocks get destroyed? I guess there is a way to survive this still (by keeping a block equipped, jumping just before the timer runs out, and placing the block afterwards to land on it), but if this works, it is *very* finnicky. It's easy to hit an enemy and simply lose at that point. Maybe increase the difficulty a bit slower, and always keep some tiles safe?
Anyway, even with all that said, it was very fun. Oh, and I'm also glad there were multiple music tracks, it kept the game sounding fresh.
I got 3072.
Okay so first thing to point out is : What did I just played ?! Why am I a cursor trying to do Muckbang while demons are trying to kill me ?
This game is a literal fever dream, and it has one of the most annoying audio ever in this jam, but it's surprisingly very simple.
Awesome little game, everyone in the team did amazing! The art is so beautifully styled, reminds me a bit of some of zik's stuff, but with all the smooth animations this really stands out! And wow sulo, this audio is outstanding, I particularly love the sounds warning for blocks about to break. The audio and art also match each other perfectly. All brought together in a kultisti style game makes for good time. I did find some parts pretty intense tho, later in the game I was dying a lot to accidentally hitting enemies and sometimes couldn't find the burger in the see of clocks which look similar. It was fun quickly dashing out of the danger zone just moments before the clocks struck, great game!