FoonLudum Dare ExplorerLD53 → Moonshot

Moonshot

By koolruz

View on ldjam.com

CategoryRankScoreCount
Overall674.2034
Fun94.4634
Innovation1933.8234
Theme8383.6234
Graphics4373.9234
Audio4213.4634
Mood3433.8033

Comments

red-dino 2023-05-02 02:47

I really like the graphics, especially the animation when the moon pulls you! Music would be nice.

backwardscap 2023-05-02 02:47

Amazing idea and execution. Great job!

esther128 2023-05-02 02:55

Awesome!!!

kykypy3o8 2023-05-02 02:57

Nice idea, but how comlete level two?)

dinoraz 2023-05-02 02:58

Platformers are a very exhausted genre at this point, and yet despite that this game manages to be both unique and fun in how it controls. This is a really good one. My only complaint would be that the air momentum is a bit hard to get used to, since you continue to deaccelerate quite significantly even when off the ground. Especially given the space theming, I wouldn't expect so much air resistance. This is really just a nitpick though, for an otherwise great entry

koolruz 2023-05-02 03:02

@kykypy3o8 You can press Z when running along the ground to jump :)

nhcarter123 2023-05-02 03:03

Really really fun. Good challenge. Jumping felt very smooth!

lonelygamedev 2023-05-02 03:14

Pretty good game. graphics are good. along with the animations and sound. maybe there could've been some music to add to the mood but otherwise pretty good

On the gameplay side it's a decent puzzle game with some issues. First: it doesn't really explain the movement every well especially on the second level. where you only have one shot. and requires a specific hard way to beat the level made harder by the fact that the info the game gives is kinda confusing. I thought the character was a rocket ship so i didn't know the Z sign was telling me to jump

Aside from the tutorial. one positive thing is that the movement feels really good and responsive. the issue is the puzzle can be a little too strict around it. For example one i got stuck on for a bit required me to know that holding Z down can make my jumps last longer(or make me go higher i dunno) to make me get through a sorta zig zag with some spikes in one shot. Put it simply there can be a problem where some levels often don't have a "easy but terrible time" option to them and require some pretty skillful timing just to even beat it

overall it's a good concept that mixes puzzle platformer with N style controls/difficulty exceptionally well. in fact i originally gave it a 3.5 in fun but after playing it a little more and mastering it's more harder bits it's easily a 4. It's also one of the games that would benefit from a timer and level select to beat your best times

koolruz 2023-05-02 03:44

@dinoraz Thanks for the kind words! I went back and forth on how much air resistance there should be for awhile, and I would have probably kept playing with the tuning for longer if I had the chance. One of my favorite ways to goof around in traditional platformers is to hop around and preserve my momentum due to the lack of air resistance, so it felt weird to add it in here, but ultimately, I decided I needed it to make more room for the golf-controls - Otherwise, a player could bunny-hop their way to the end of the course and only minimally interact with the golfing (though I did make several levels that support doing exactly that, because it *is* fun :) )

dominic-graziano 2023-05-02 03:46

I really enjoyed the simple controls mixed with the strategic progression.

koolruz 2023-05-02 03:49

@lonelygamedev Thanks for taking the time to write up such generous feedback! :) A timer and level select were actually the two features that ended up getting dropped to the cutting room floor at the final minute! Along with those, I also wanted to have a shot counter that told you how many strokes it took beat the game, but just barely didn't get it in before the deadline

I found it interesting that you saw it as a puzzle game first and execution-heavy platformer second, because I had been seeing it as a platformer first. That was an interesting perspective that I didn't have, and I really appreciate it! :)

kykypy3o8 2023-05-02 04:30

@koolruz thanks, now I have fully mastered the mechanics) The locations are interesting, they make you think, in some places you also need to catch the timings correctly, which adds hardcore, i like it)

fernofai 2023-05-02 21:20

Very minimalistic but incredibly polished. And so many levels with so many ideas to combine your very simple mechanics! Its a bit like Dark Souls. In the first level after the ones with the yellow double jump thingys I ragequitted xD Nevertheless I had much fun.

teadrinker 2023-05-02 23:35

Great puzzle gameplay! It took me a long time to understand how to get past level II though (I see now the z is marked where I am supposed to press it again, but I still didn't make the connection)

spacespytv 2023-05-03 00:40

Great idea, greater execution, platforming felt so smooth! Levels felt varied with plenty of them, would've loved a bit more on the audio department but I get scope and time, cool stuff.

jamieok 2023-05-03 20:02

Absolutely solid entry, most polished game I've played so far this jam. Really good job getting so many levels in, I kept expecting it to end and then a new mechanic would be introduced, difficulty felt super balanced too. Last couple of levels took a few tries and felt really satisfying to pull off the more complex movements. Audio and graphics are simple but fit perfectly. Brilliant work.

scyeye 2023-05-03 20:22

Really enjoyed this one. The physics of the lil dude, the different 'z' mechanics, the clever level design that progresses in interesting ways, the minimalistic art style and animations; everything comes together in a fun package.

riley9 2023-05-03 21:31

i had lots of fun with this! i love golf-ish puzzle games and this really hit the spot for me! the simplistic graphics and sound fit the game as well :)

delta-key 2023-05-03 23:16

Wow, the idea behind your game is quite good. It would have been really interesting if it was playable with a single button, as an added challenge! Good job, I hope you do well in the jam!

syafire 2023-05-04 00:23

Koolruz thank you so much for sharing your game on my live stream! I had so much fun, the level design and mechanics were really well done. It was challenging but def addicting and I wanted to keep going. Great job all around :D

badcop 2023-05-06 11:41

hi! you submitted this game on my stream and I played through it :)

here's a link to the VOD: https://www.twitch.tv/videos/1812705828?t=0h23m10s

jimmymcginger 2023-05-07 20:32

My god do I suck at golf games but I had a lot of fun. Love the combo of mechanics!

yorsh 2023-05-07 21:11

I really like this game a lot. It looks simple, but you managed to make it original, fun and deep enough with really good level design and interesting mechanics. Graphics are also simple but it looks good in its way, and everything super clear. Not much audio, but what is there is great. It's maybe missing a little bit of an ambiant music.

I feel like the difficulty is very well balanced, it's on the hard side, but it doesn't take ages to complete a level. I think you didn't need so many levels to be honest (I mean it's cool tho, I'm not complaining), you could maybe have entered Compo with a few less levels?

lomby 2023-05-08 02:10

Thanks for submitting your game on the stream! Here’s the stream if you wanted to re-watch initial thoughts (timestamps in the description to jump to your game!) [youtube link](youtu.be/jljB3XXZHcg)

francis 2023-05-08 05:44

Really neat mixing of genres here! Wouldn't have known how to jump without looking at the comments, and it took me a bit to figure out that holding jump made me jump higher. Overall, very fun game :)

arsher 2023-05-08 22:18

The idea is original, and the main mechanics are perfected. The controls are very responsive, a pleasure to play. The levels are well constructed and are pretty challenging. Great game. 

euler-moises 2023-05-09 02:13

I liked it too much! The simplicity of graphics and gameplay hide the real challenge. I miss smart puzzles like this in the games market. Congratulations on the excellent work!

itsboats 2023-05-10 23:13

yooo loved every second of it, controls were intuitive and the lil ship guy was fun to control :D! The squash n stretch anims were great (and when he drops the package off after landing. subtle but so good!), quick reset button much appreciated, and mechanics were taught well.

As for improvements -I didn't see the need for having to press z to start the level. It made sense in Warp Glider because you didn't start on a platform, but I think just having it already started works better for this one. -I think also the first level where you see the yellow things for the first time that lets you air jump, they could have been on the top part of the level so the player knows what it does sooner. I died a few times before I was even able to get to the them xD -Another really minor thing, it would have been nice if it saved your launch direction if you died so you can readjust from there if needed, or so you don't need to set it to the same trajectory each time you die -I think it would have been fine to let the player wall jump in the first few levels. With how tight the levels are, it doesn't matter so much, but it could be a little confusing if someone tries wall jumping and then it doesn't let them, then the next level expects them to. -The only thing really missing was a music loop, even something short and simple would have gone a long way

Well done on this I had a lot of fun! I put a bunch for feedback, but it really was one of my favorites!

weeping-rupee 2023-05-13 00:05

This was the most fun game I've played during the LD53, excellent work. Here is a VOD of my playthrough if you want to see: https://www.twitch.tv/videos/1818416980

koolruz 2023-05-15 14:04

Thank you @weeping-rupee! It was great to see your impressions/hear your feedback as you played through the game, and I really appreciate the kind words!

There actually was a quick reset button (you can press R to restart the level in case you realize you're in an unwinnable position), but it was only mentioned on the jam page so I don't blame you for missing it!

weeping-rupee 2023-05-18 01:02

@koolruz Oh right on! Should have thought of that, I tried ESC for some reason.

No lie: this was hands down the most fun game I played through the whole jam. You should make it into a competitive (or maybe even cooperative?) couch game, put it on Steam, and I will pay you money so I can get it and do remote play together with my friends. I would absolutely buy that.

lomby 2023-05-19 12:34

Had another run through with a fresher head for it, really enjoyed the level design and fluidity of movement you can get. Sorry I didn't capture the audio to start with! Here’s the stream if you wanted to watch the second attempt (timestamps in the description to jump to your game!) [youtube](youtu.be/Y-lHyYRQspI)

koolruz 2023-05-19 15:47

Thanks for coming back to the game @lomby , I really appreciated the feedback! Sorry I missed the stream!

Watching you play the last level made me realize that I should have lined that left wall with spikes to reinforce the intended route - I didn't see the wall jump you were going for when laying out the level, which made it into a pretty nasty unintended trap because of how barely doable it was! 😬

koolruz 2023-05-19 16:14

@lomby Also, knowing that double jumps felt laggy to you was super valuable! There was nothing *programmatically* different between a double jump and a normal jump, so the fact that they felt different to you was great feedback, because it gave me an opportunity to notice something that I had overlooked about their game feel. Both double jumps and regular jumps behave identically in terms of handling input (they trigger off of the key getting pressed down and they let you buffer your input for a quarter of a second if you pressed the key slightly before you could actually jump), but your feedback made me realize the one place they differ - Normal jumps have around a tenth of a second of coyote time where you can trigger the jump after running off of a cliff, so last-minute jumps feel more forgiving and responsive. Because double jumps are always happening above a deadly hazard, there isn't that same forgiveness baked into their design; if you're a tenth of a second late on the double jump, you've already hit the spikes and died.

This led me to a pretty easy fix - Delay the transition to the player's death state by the same coyote time that normal jumps have, if they can do a double jump :) I wouldn't have realized how big of an impact on the game feel this would make without your feedback, so thank you!