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Desynchronization Escape
Desynchronization Escape
By kalendhos
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 717 | 3.38 | 46 | |
| Fun | 792 | 3.14 | 46 | |
| Innovation | 179 | 3.82 | 45 | |
| Theme | 315 | 3.93 | 45 | |
| Graphics | 727 | 3.41 | 48 | |
| Audio | 477 | 3.32 | 45 | |
| Humor | 198 | 3.62 | 47 | |
| Mood | 837 | 3.15 | 46 | |
Comments
itooh
2022-10-04 18:32
A very clever use of the theme! The puzzle is quite unique, and very satisfying to resolve. The first three floors require a bit of trial and errors to get passed, but then it's very interesting to keep them sync. Also in term of UI, the game could benefit from a timer or a visual indication for counting the seconds (and getting ready for the next cycle). Quite a good job overall!
Lovely art and style to the game!
Very interesting puzzle game, it takes me some time to understand and to solve the game but it was very enjoyable. At first I tried to pay attention to what happened and set the correct delay, but then I just played and ajust all along. I think the loop should restart when pressing "enter" because sometimes I had to wait the first guardian to be synchronised. And maybe an input to go back to the "Télécommande" part. I like your art and the music as usual^^ And also i love the univers you've created, there are many details that make it looks funny (the name starting by G, "thks to save Gontran", etc...). Great job! Bravo ;)
Really fun art and idea! (:
akkara
2022-10-06 15:07
Really good idea! I like the puzzling aspect and the art is great as always! It was quite hard to understand what to do at first and frustrating at times when everything seems to work in the planning phase, but in the escape phase, the speed of the character makes it impossible. But it was still really enjoyable. GG!
walaber
2022-10-07 00:22
I'm not sure if I was doing something wrong, but the arrow keys and space didn't seem to do anything at all. well, up arrow / W key caused my character to jump, but that's it. tried everything I could think of, but nothing. :(
Nice game! It seemed like an impossible task at first, but I got the hang of the timing after a while and was able to escape. Interesting game mechanic for sure!
really cool take on the theme! i enjoyed planning out my escape. also really liked the soundtrack! good work
@walaber hi !
The space bar has effect only in the "preparation phase" (When you have the three partners at the bottom of the screen), and has no effect on the last floor (With the player character).
The arrow keys are supposed to work, like the keys WASD (Or ZQSD if you are in a AZERTY Keyboard. The two work). I don't know why it doesn't work for you (Especially because the keys for jump work).
Sorry for that. :(
Harsh difficulty curve (at least for me) but really great concept. Really something i could see being expanded into it's own whole thing!
rlewins
2022-10-07 18:16
Interesting concept but I agree with the others in that it's fairly difficult to figure out what to do initially
edgeboyo
2022-10-07 18:31
Super fun and challenging game! Made me nostalgic for old puzzle games I've played years ago :smile:
eronsh
2022-10-07 18:35
Love the art and the song! Funny, lively, beautiful combination! However, I felt kinda stupid because even after trying several times, I couldn't get past the floor with the two guards. Anyway, congrats!
@actuallythemoon @rlewins thanks. I just added some bonus infos in the game description to help (The game is a bit difficult, but the understanding of the rules doesn't have to). The post-jam version of the game will be more explicit.
@eronsh I think it's the shortest timing in the game, I will change it in the post-jam version. I think you have to delay one more or less time. If it can help you : They can see you only if you are at the same height than them. If you start falling to the next floor, even if they could see your body, maybe they wont see you. (There is still a little margin).
The game is quite difficult at first but after 10+ deaths I am starting to get how the game actually works. It's quite intense and really great take on a theme. The game looks really good and somehow reminds me of flash games. Well done!
chartle
2022-10-09 19:59
Fun puzzle game! Good use of the theme and charming graphics. It was a little hard until I went to follow the path in my head, but then it was still difficult. Some timings are a bit tight, but otherwise nothing to say! Well done!
It's a very fun concept! Both the art and the music are very nice. The only thing that I'd change is to give the player an ability to see Gontran when he's moving through a dark room (maybe like an outline of a character or something like that).
@kokkakniphon I don't know for the flash games because I never really played to that but thanks. ^^
@chartle Yes, the final version will have bigger timings. The game was about puzzle and I think the timing difficulties are not very welcome.
@fabula-rasa Like I just said, I think now I souldn't ask dexterity skills for the players and I will probably add that. Maybe open eyes like cartoons. Yes, Gontran has black eyes but I would find that funny.
Thanks you !
"han c'est raté" :rage:
Bravo c'était très cool à jouer. J'ai beaucoup galéré à trouver l'astuce pour passer tous les étages, mais finalement c'était le coup de quelques légers décalages ^^
L'humour est très présent, que ce soit dans les textes, le design et les VFX, vous avez dosé ça correctement. Le jeu est un peu court, ça aurait été vraiment cool d'avoir plus de niveaux (ce qui est une bonne chose). Il y a de quoi faire un bon jeu de casse-tête.
Bon jeu de jam :clap:
@curtis-pelissier merci ! (Je précise que les petites phrases de game over c'est pensé comme des remarques de Gontran, pas des paroles faites aux joueurs ^^)
Oui pour les niveaux il y a eu réflexion. Déjà les choix étaient limités car on cherchait des effets réels pour retarder les gens, notamment à l'aide de bipeurs, alors qu'au final pour gagner du temps c'est devenu une télécommande "magique". Mais même, au final avec le format de la Ludum, c'était probablement plus logique de faire du court. Je regrette quand même de ne pas avoir rajouté un ou deux étages, et d'avoir mis un checkpoint au milieu (Notamment pour ce joli défaut de level design qu'est le premier étage à passer avec le gars qui a dû faire attendre 10s beaucoup de gens... beaucoup de fois. (Désolé !)
Cool little puzzle game! It initially took me a while to figure out exactly what I was supposed to do and how the delays were applied. For the first, I didnt know when the delay was applied. At first I thought it was applied at the point in the loop that I added it. Eventually figured out it was applied to the start of the loop which brought me to the next confusion which at what point is the start of the loop? I think if you had a timer in the corner that showed the countdown until the loop started again would help a lot with those confusions, it'd make it easier to see how the delays affect each floor. But once I figured out what was going on it was fun and I was able to beat it! Good Job!
Pretty cool, I like the unique idea. Fits the theme of time very well. I hope you get to flesh it out more after the jam, great work!
Really funny game. I love the attention to detail with the guy's head turning and his walk cycle matching the beat. Well done!
2022-10-11 12:19
Lovely art and Too Hard
sito
2022-10-11 14:25
Great use of the theme, and very unique! It's not common to see a concept that feels completely original, especially in a jam, but I think this one is. I will say I think the difficulty could use a little more development time, at least in my opinion the challenge should be more on planning than execution, but execution seems harder in this version with how tight the timing on the second and third sets of guards. Overall though, great game, maybe my favorite of the jam so far! I'd love to check it out again if you decide to develop it further.
@thedude3600 there is not a principal loop, each floor has his proper loop. But yes, the final version will have more obvious symbols to show the delay, and probably a big watch somewhere to show the time. And some floors need a sign before their actions. For anticipation. I generally agree with you.
A lot of things changed at the end of the jam, because some was abandoned, some change, etc. Yes, with more time (Or less mistakes during the jam), I would work differently for that. Thanks for your feedback !
@mooptychunk Thanks ! And yes, a proper version will be make after the jam. ^^
@animawish I wanted to add soooooo many things with him. Eyes blinking, "raise of the eyebrows" (Not sure of the terms), wink on a floor where there is a secret (I didn't add a secret). The only really important for me was the head turning, added very early ^^. Glad you liked it !
@hjj Yeah you're totally right about the difficulty, unfortunately. ^^'
@sito Very honored ! Initially, I wanted to have an automatic execution, but I found that more satisfaying (And easier) to make it manually. But it wouldn't be too hard, and I indeed failed on that (See my other commentaries). Not a total failure, but... MEH ! Thanks a lot, anyway. ;)
georgy16
2022-10-11 23:57
Fun game
Really good idea, I believe adding some kind of feedback about the state of the loop of each floor and when they reset will be awesome!
At first I thought I would be too hard to figure out the exact time offsets for each floor but it was actually not that hard and that was fun. Great sounds and music.
@lonewolfdev they never "reset", but we agree it must be more feedback to identify the timers.
@maximbegunov I know the game IS too hard, and I will change that, but your comment did me good. :dog:
nice soundtrack
This is a fun, novel idea! I fiddled around until I got a combination that let me escape in one quick swoop -- finally getting there felt great.
The 10-second cycle is probably exactly the right length, any less and you couldn't do much with the time. The topmost cop is on a 20-second cycle though, was this deliberate?
I think the darkness overlay in the fuse floors could be a little transparent; I found it difficult to position my character behind the plant on the upper floor, but it doesn't feel like the challenge of the game should be about that.
It sounds like you're planning to make a post-jam version, which is awesome! I think some kind of video playback interface to control the loop offsets could work well there, you could even play around with a CCTV aesthetic.
The dialogue between Gaston and Gauthier is a fun touch ;)
@thewustache thanks for your feedback ! I will answer a few points.
For the 20s cycle... the game was not about "cycles", but "events every 10s". All other floors can be considered like 10s cycles, but it was not my will. And for this topmost cop, he had to be under the two cross cops, allow the player to choose between two exits (In this floor) with the turn-back cop just under. Finally, he came on the top floor and was about to be a kind of tutorial. But finally he just makes the game slower. :cop:
The first dark floor was about the difficulty of placing, I thought the challenge interesting. I regret it, the difficulty doesn't have to be on that. I think the player position will be visible, but maybe not for the plant. Or all visible, I don't know yet.
The delays will be more visible. But a graphic style like CCTV, I think it's too much for me. ^^
I'm glad you liked the dialogue. Especially because they had to have it each try, but I made a mistake in the code. Not a SERIOUS problem, and I think numbers of players haven't seen it.
@kalendhos
> the game was not about “cycles”, but “events every 10s”.
Ah, interesting. That's a subtle difference -- I just interpreted everything as cycles that I need to shift around, which is why I wondered why one was longer. That makes more sense now.
> The delays will be more visible. But a graphic style like CCTV, I think it’s too much for me.
No worries, I just liked the idea. The current interface clearly works well!
asfdfdfd
2022-10-18 19:38
Lovely visual style.