slantyoj 2023-01-10 05:08
Great graphics, but I found the collision to be unforgiving and often got hung up on the platforms.
Foon → Ludum Dare Explorer → LD52 → An Apple a Day
By hulya
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 651 | 3.10 | 39 | |
| Fun | 684 | 2.82 | 39 | |
| Innovation | 485 | 3.17 | 39 | |
| Theme | 490 | 3.56 | 39 | |
| Graphics | 201 | 4.05 | 39 | |
| Humor | 368 | 2.97 | 36 | |
| Mood | 535 | 3.23 | 39 |
Great graphics, but I found the collision to be unforgiving and often got hung up on the platforms.
@slantyoj Thank you for the feedback. I agree, collisions getting stuck on platforms and speed inconsistency annoys me so much.
I really liked the idea of a physics based puzzle/platformer, I think with some tweaks it could be a really treat. The graphics are top notch, what tools did you use for everything?
@slantyoj Thanks! I used 3DsMax for modeling, Illustrator for the textures and default URP settings in Unity.
Love the mood on this one. The song (which I love) fit the character, fit the style of game. Agree with others that the physics were a bit wonky, but I like being able to mojo apples away from me with sheer hippy audacity. Seeing 3d models in a gamejam? That's top notch.
@jackofcups Thank you, glad you enjoyed the mood! I had fun finding animations for this character.
The mood on this game is fantastic. Its such an uplifting game You did really well on the modelling and graphics. The animations are good too :D
The animations for the character were nice, and the assets are very clean. I'm not sure if it was intentional, but if you press "d" to move right and right click to blow, the character quickly starts moving to the left, but if you aren't pressing any movement keys then the character is not affected by the right click to blow the apples. I think it would have also been nice to have apples grow back on the trees so you know when you can and cannot get apples if you miss the bucket. Overall it was a fun jam game!
Admittedly, the unpredictability of handling the apples had me give up a bit too soon. My cursor disappeared which confused me about the direction of blowing air. The idea is kind of neat though.
I can only repeat the frustrations with the controls but i figured I'd give some hints in case they help. The project settings -> input manager has gravity and sensitivity values for each control that you can adjust to the extremes to make it less gradual. Also if you're not already using a character controller component for the player, i recommend checking it out because it's a lot more agreeable for simple controls as opposed to applying force on a regular rigid body.
I liked the aesthetic.
This game was pretty fun. I wasn't sure was I was doing after I couldn't get any more apples after the first tree but I eventually was able to move forward. Some of the colliders made it hard to jump on things and clicking on the mouse sometimes moved me in weird direction. But this game was overall fun and I loved the music.
@lookleftstudio It was intentional, wanted to create some kind of force backfiring if you try to move forward in any direction. As for growing apples, if you jump off a platform or fall down it resets the apple spawning, trees grow more apples but I should have definitely added a visual indicator of it. I am glad you enjoyed!
@d3kryption Thank you! Awesome to hear that you enjoyed the mood and uplifting tone of the game. I had fun especially choosing the animations :D
@midorimelody I'm glad to hear that you found it to be fun! I hoped to create something like reverse backfiring movement for right click force but I guess I failed on that. The apples spawn again if you jump off the platform but I should change it to a more logical way. Thank you for taking the time to play and leave a comment.
@poshdan As the cursor position didn't have any effect hiding it was intentional, backfiring movement was also intentional but the rest of the movement instability and collision problems was definitely not. :see_no_evil: So sorry for the overall frustration. My jam aim was to practice and learn Unity's physics, character controller was opted-out. Thank you so much for your feedback and suggestions; I will check that input value tweaks!
Nice concept, can be a very cool puzzle game... but couldn't manage to get the apples on a certain basket and I was locked...
@rezioz To avoid that lock, jumping off the platform resets apple spawn but quite illogically I didn't make any indicator of it, sorry :see_no_evil: I am glad you enjoyed the concept!
You did some serious work ! The art looks nice, and I like the platformer/puzzle idea. I'd say upgrade the platformer part could be the next step. It could be more dynamic and fun in my opinion. But I don't know the slow pace makes it more human so maybe there is another way :) Anyway, great job ! Congrats for making it to the jam !
@hmrpf :open_mouth: I didn't think of upgrades, great idea! May go and sell the apples at some spots, I can visualize the shop already! After bettering the physics I may try implementing that! Thank you for taking the time to play and leave feedback, glad you enjoyed!
I love the idea, the music and the art! But the massive deal-breaker were the physics and the collisions. I think what you did was used the collision box of the actual model itself, which made the player prone to sticking to platforms. The physics itself for the player was also not the greatest providing for a bad experience for what I am sure would otherwise be a great game!
Wow, your graphics are gorgeous! I had some trouble with the physics too, but I enjoyed the experience, and I would definitely play a completed or updated version. Great job, the animation work alone is worth 5 stars to me!
@mrchickenboy Yes, I added a single simple box collider to the parent objects of the models and scaled them accordingly. What is the alternative, I would appreciate if you could point me in the right direction? :eyes:
@fluburbio Thank you so much! Awesome to hear that you enjoyed!
@hulya Well, usually when you're dealing with 3d models, what I'd recommend is to use a sphere collider, and increase it's height, so that it's elongated. Basically a bean. This prevents the player from sticking to the platforms, and instead it slides down! I think just making that simple change will really make things better. Also, I'd recommend using a character controller if you're not already using one.
@mrchickenboy Oh, that is very practical, I will try that. Thank you so much for taking the time!
@hulya No problem :)
The character you made is so fun, I love your graphics. 5/5. (the opertation is a little awkward)
@taxol I'm glad you had fun! Thank you so much!
Good job on your entry! Only issue was getting stuck in platforms, that and I wasn't sure what the left click in this direction meant, to me it didnt seem to do anything. Maybe I missed something.
Fun graphics, and a solid game!
@patrickrmc Oh, on left click or hold, a weaker force is applied and the apples move slower (for closer baskets); on right click stronger force is applied. Thank you so much for playing!
Very cool! As others mentioned before there are some tricky situations with colliders and controls but overall a solid entry where graphics and sound fit very well.
@xoreaxeax Thank you so much for playing and leaving feedback!
What a find!!!! :O One of the most beautiful LD entries ever! The color palette is soooooooo beautiful! The character looks so professional and the animations are good too!
The idea is sweet and I love the jump 'n' run and harvest mechanic combination :))
The music was nice and fitting, although some/more sound effects would have also been nice :)
(I personally think you might make the transitions in the animation controller faster, right now it feels a bit laggy, which I have found happens to absolutely everyone haha, I nearly set all of the transitions in our game down to like 0 xD)
Further feedback for postjam (if you hadn't thought about that already yourself, which most of the time is the case, ^^)
At first I thought I was experiencing a bug because there were no apples, then I read I can respawn them by jumping off, I'd definitely add the meshes to the tree again to indicate that :)
Also, I didn't manage to get more apples to the right side other than 15, was I just a noob and I need more, or should there have been more platforms by now?
Also, for starting out I think it would be cool if you start at the bottom (and maybe see a little town or something :D) and then the level gradually moves up :)
A very good job for a jam entry!
@angiemon Absolutely, I should have added the apple meshes back, even they could have grown without jumping off...who knows what I was thinking.
I think it must be about my "perfect" positioning of the next platform, it is activated on the right bottom, very easy to miss. Then there is a basket escalator that carries you to the end platform, up or down according to amount you collected.
Oh, that little town idea is soooo awesome, it would fit great with the idea of mini shops I have in mind!!! I plan on improving this game so feedback is very valuable, thank you for such a great feedback!
@hulya I can tell you exactly why you did that, and that was by no doubt tired exhausted gamejam stress hehe. :)
Yeahhh.. settings triggers to small and not implementing enough failsaves... yeahh been there done that, haha :D
ohh that sounds cool! you could make a level always start at the bottom and then also end at a bottom and introduce a town each time (and maybe sometimes it even goes down to like an underwater city or like a lava city or something :D (and in the lava city there is also a lava pit, so theoretically you can still fall down!)
Best of luck to your postjam efforts <3
@angiemon Best of luck to you too, seasoned jammer :D
Nice game. It looks, sounds, and plays really nice. It would have been nice if there was an alternate jump key. Holding the W with Shift and A or D is a little unformattable to do, but otherwise great work.
Some nice ideas! Character model is well made, and layering the wavy hand motion with other motions worked well. I can see some unexplored potential in having to use physics to get the apples into the baskets in order to progress. Perhaps if there were some other systems that can be used to move apples (more varied sloping terrain, bouncy surfaces, wind, flowing water, etc) that could be a fun way to take that further.
I tend to not like having to use W or up to jump since juggling the lateral movement and the jump in the same hand can be a bit cumbersome.
@artsyomni Oh, I agree the character and animation assets from Mixamo are great! You can also add your own human model in T-pose and it creates bones! (the environment assets are modelled by me.) I am currently working on improving the basic mechanics but these are absolutely great suggestions I would love to add! Wind would spice up the difficulty quite well! Thank you so much for playing and leaving great feedback!
@projectaroid Yes, I agree with key-bindings, jumping key will definitely change. Thank you, I am glad you enjoyed!
Its quite glitchy, but the atmosphere created by the music, the visuals and the animations is super pleasant, good job. PS: it doesn't load on Firefox.
@pinchazumos The build on itchio and ludum are the same; on Firefox itchio runs it but ludum doesn't. That is so weird. Thank you for letting me know! :smiley: I am glad you enjoyed the atmosphere, thank you for playing!
Really beautiful game and its a fun concept to have to manipulate a bunch of physics objects around the level into goals :smile:
The controls feel a little clunky so they took some time to get used to but once I got the hang of them it didn't impact my enjoyment too much and I had a lot of fun!
In a reply above you said "My jam aim was to practice and learn Unity’s physics", does that mean you hadn't used unity's physics systems much before this? If so it's super impressive you got a platformer working correctly in just 72 hours!
@benskca Not much, I guess I must have used very basics in some projects at some point but not having any understanding of it. Now, I've understood very well not to use simple box colliders in general and that I should also add frictionless physical material to those said colliders as well. :smile:
I am glad you enjoyed the game. Thank you so much, your comment made me so happy!
Graphics looks amazing. Animations and physics also very neat. Control is pretty hard, it is so easy fell down. The character's speed seems to low to me. I'd prefer more dynamics. Anyway the game very-very cool. Really nice work!
@brainles-etertainment Thank you so much for playing. Awesome to hear that you enjoyed! :)
Nice game. Fitting music, nice graphis and animations! Bit rough on the controls, but great fun!
@youngartifact Thank you so much for playing! :)
Great atmosphere. I like the visual design with the apples and sky and plant colours.
Simple and fun game. I really like the graphics, good job!