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Jurassic escape
Jurassic escape
By dsfan
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 306 | 3.07 | 34 | |
| Fun | 266 | 3.14 | 34 | |
| Innovation | 329 | 2.68 | 34 | |
| Theme | 297 | 3.06 | 33 | |
| Graphics | 226 | 3.31 | 34 | |
| Audio | 160 | 3.29 | 33 | |
| Humor | 184 | 2.59 | 33 | |
| Mood | 236 | 3.11 | 33 | |
Comments
vollfeiw
2023-10-02 16:28
Hitted 8575 on the first go. I had a problem with my input, with my PS4 controller linked to the PC, my character would not move correctly. This is a good first entry, I hope you enjoyed your time doing it ! Good arcade game !
dsfan
2023-10-03 05:37
@vollfeiw thank you! Yea, I have no idea about controller inputs unfortunately, I tested only on a keyboard and used arrow keys
good entry for your first game ever made. i am no dev, so i cant provide any feedback coding wise, but a bigger healthbar would be nice. brownisch color on green is pretty hard to see sometimes. i really do appreciate that you implemented sound too! keep on making games!
skylife
2023-10-03 13:38
Hey there! Awesome little game you got there. The movement feels smooth and polished even tho I miss W,A,S,D support as a control option :P Keep it up! :)
As a first this is solid! I like the animations and sprites you got there! What I found quite cool is the way the speed up mechanic is introduced with the paired sound effect which is quite fitting! Its also fun once you get to the later stages of the game, haha! Good job and keep it up!
dsfan
2023-10-03 16:18
@trsthstrs thanks. Yeah, once I added the health bar and because of green ground I changed it to something I could see but forgot all about it afterwards
@skylife hey, thanks, will definitely pay closer attention to controls next time
@stealthorc thank you
This is a good entry for your first game ever made! If this game had more time to be expanded upon, I would add different dinosaur types and potentially movement options to add strategy to the dodging. I noticed that you could generally stay still in one area and just not move until a dinosaur came near you for the most part. The ramping up of the difficulty was a nice touch to keep it from becoming too repetitive. Good work overall!
Cool small game good job you make great
10325 was by best score !
For a first game and in only 48 hours, it's quite impressive. The gameplay system is nice, and the difficulty curve is well-managed. Good job! 😉
ellaris
2023-10-03 21:27
- Well done, I think the sounds and the music suited the game pretty well - There was a lack of diagonal movement, which could be felt with higher speeds when you had to dodge a vertical and horizontal dinosaur, on high speed the vertical dinosaurs were falling at an angle making it even harder.
They're uh, flocking this way!
I got to 19535. I really dig the art and the music. They work together great, and it almost felt like a rhythm game once the speed went up about 5 times. Nice job!
Now I need to go watch JP again...
Well done on making your first game! This is actually really impressive for a first effort. The little pixel dinos look good and the controls are responsive. As a game, it's a bit bare bones but it has all the essential elements. The difficulty curve was good.
At higher speeds, the waves of dinos become kind of mesmerising.
There's not much to it, but for a first game it's nice. It's a little too simple and repetitive, and once you understand that it's same pattern of dinosaurs it gets even more simple (I scored 26605), maybe you should have created different patterns, spawn biggers dinosaurs, on spawn fast/slow ones, and so on. Good job.
benskca
2023-10-04 17:29
This is really great for a first game, I love the dino sprites in particular - they look really good especially once you get into a run and they're stampeding alongside each other. If you want to keep working on the project, I think randomised spawns would be a good next step as other people have already said, and I think adding some kind of incentivized collectible could be a nice way to make the player have to move around the level more - these are just next steps though, and what you already have is fun on its own!
I do like the graphics they're nice! I got eaten by dino's lolz
this is a great achievement on a first game and with Godot. Would be really interesting to have a variety of dinosaurs to make the player more engage. one tip is try experimenting with different colour palette instead of all green. There are some really good palette in "lospec.com/palette-list". Overall, i enjoyed playing it. love to see more. good job
stmate03
2023-10-05 12:18
For a first game this is very nice! With a bit of polish it can easily pass as a fun little game!
dsfan
2023-10-05 16:04
@scolondev thank you! I was planning on adding different types of dinos, but ran out of time, I still want to add some, so currently making post-jam version, also polishing some other things from feedback
@anton4ik-dev thanks!
@thejookerful nice score! thanks!
@ellaris thank you. Will definitely take a look at diagonal movement while I'm certain to make post-jam version with minor improvements. About vertical dinos falling at an angle I think this is actually a visual illusion since horizontal dinos move pretty fast later and the background color and texture is just monotonous unless there is a bug (unlikely). I also had my friend complaining that character moved slower to the left and faster to the right - this is actually caused by the same reasons I explained (and by poor skill and making textures, I just couldn't make something with different colors and shapes at that moment)
@nick-rafalski very impressive score! Thank you. Yeah, one of my inspirations was JP, and I just like dinos
@human-writes-code thank you! Yeah, I think so far the monotonous background has a bit of a weird visual effect, will try to fix this in post-jam version also.
@martin-bousquet you are probably the current record holder, nice! Thanks for valuable feedback, yes, I was planning to do some of the things you mentioned, but ran out of time, will try to add some in the post-jam version
@benskca thank you! Will try to implement that on the next version and improve spawn patterns
@zealous-coder haha, yes!
@smiley405 thank you! Yes, I already added a triceratops in post-jam version, will maybe add some more, and definitely look into palette, thanks
@stmate03 thank you!
ellaris
2023-10-05 18:35
Yep it's an illusion, that's pretty cool, I thought it was a bug but it's a feature. Zrzut ekranu 2023-10-05 202922.png The second time I noticed the pattern, it does get a little monotonous later on as I just kept doing the same thing.
gilborn
2023-10-05 21:15
Nice entry - the hitboxes are chosen very well, often I had the impression to get away only by pixels.
Made it to 9150 points.
Great job with this, it was fun to play, very charming, and felt like a relatively complete package for a jam game. Well done!
woona
2023-10-06 16:20
Good game! I especially liked how dinosaurs look.
The only suggestion I have (that's not just adding more features) is moving the health bar somewhere and make it more bigger and more obvious when you take damage.
Great job!
Nice game! I got pretty far (around 11500 points) by just staying at the bottom of the screen and just mostly moving up and down.
Great job!
Got a sefgault on Linux (with intel integrated graphics card).
henk
2023-10-08 14:38
Not bad for a first game! Ludum Dare is kind of the "hard mode" way to learn game development, I think.
Others have mentioned the lack of diagonal movement, but I want to point out something that I think is also super important: inertial movement. Basically, instead of linking arrow key presses to velocity (displacement per frame), you want to link them to acceleration (change in velocity per frame). To cap the player speed at a maximum value, you would also need to add a damping acceleration (i.e. acceleration opposite the direction of movement). The code for these things is quite simple but has a massive positive impact on "game feel" not just because of the added realism, but also because it gives keyboard-using players better control over the player position.
dsfan
2023-10-08 18:57
@ellaris haha, yes! Crazy score you got there, wow. Actually yes, there is a spawn problem where the pattern loops, I think I can't fix that in compo rules, will try to fix it in my post-jam version
@alfred-clark thank you!
@woona thanks! Already did a better visual feedback after taking damage in the post-jam version, will rework the color palette and think something about health bar too
@bluedandelion thanks, good job on that score. I did some effort to prevent hard abuse actually :) but it's not perfect, will think something more effective for the post-jam version
@diadem-games thanks for the feedback. Unfortunately I can't really test this build on a linux machine (I even had quite big problems fixing build errors on windows), and the first one build for windows was broken and I replaced it right away with a new one, but the linux build remained untouched, so that might have been the same reason, can't tell. I tried to rebuild the original version (JurassicEscape-linuxbuild_fix.zip) if you would like to try again
@henk thanks, yeah, it was not easy, but was totally worth the shot. Not sure if I understand exactly what you are talking about, but in the post-jam version I reworked the movement and now it considers delta time, it's sort of a common algorithm I think, so it may be exactly what you are talking about, also I did already add diagonal movement and wasd support, will do some other things and upload more polished version of the game later if someone would like to try it.
henk
2023-10-08 21:47
@dsfan that's not quite what I'm talking about, no.
1. Including frame time in physics calculations results in non-determinism, which you probably don't want. Thankfully the "delta" godot passes to _PhysicsProcess seems to be constant, so including it in the physics calculation shouldn't help or hurt (others can correct me on this since I'm not that familiar with godot). 2. In your `Player` class, try adding a `private Vector2 vel = Vector2.Zero;` and then something like the following to `PlayerMovement`:
```cs _currentDirection = direction; var isMoving = direction != Vector2.Zero; if(isMoving) direction = direction.Normalized(); PlayAnimation(isMoving);
var acceleration = 3.0f; var slip = .7f; vel += direction * acceleration; vel *= slip; MoveAndCollide(vel); ``` You can tweak `acceleration` and `slip` to change how the movement feels. `acceleration` can be whatever but `slip` should be between 0 and 1.
For a first attempt, the game looks quite promising! It would become even more interesting if you introduce more diverse dinosaur varieties, but the gameplay itself is already quite solid. Good job!
dsfan
2023-10-09 19:31
@henk thanks for the example. Honestly I struggle to see some difference in controls rather than you have different formula and I need to adjust numbers to match my current player's speed. Other than that everything looks pretty much the same. Currently I have this code: ``` direction = direction.Normalized(); direction = direction * _speed * (float)delta; MoveAndCollide(direction * _speed * (float)delta); ``` Also if I use your example when I get hit by a dino while pressing move keys player is actually throwed much further than intended, so I think I better stick to with my current variant.
@plepletier thank you! Yea, it was in plans I just didn't make it in time, currently working on in in the post-jam version
I see pictures of Raptors and I must play. Personal bias aside, really nice job for your first game ever! I like the slowly increasing difficulty, it starts out feeling very easy but quickly becomes a good solid challenge. The gameplay is very simple but not a bad thing given the short timeframe and the arcade-y fun. Nicely done and congratulations!
dan-str
2023-10-19 22:17
good game despite such a short deadline, keep making games