jason-shapiro 2023-10-02 06:02
Good start! I like how detailed all the rooms are. I just wish I could go back through doors I've already been through.
Foon → Ludum Dare Explorer → LD54 → Limitless Space
By panda-king-976 and Rambi
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1130 | 2.34 | 27 | |
| Fun | 1116 | 2.31 | 27 | |
| Innovation | 1113 | 2.23 | 28 | |
| Theme | 1098 | 2.51 | 29 | |
| Graphics | 803 | 3.17 | 28 | |
| Audio | 629 | 2.86 | 28 | |
| Humor | 522 | 2.97 | 26 | |
| Mood | 952 | 2.90 | 28 |
Good start! I like how detailed all the rooms are. I just wish I could go back through doors I've already been through.
@jason-shapiro You can go back now, thank you for the suggestion.
Hahaha well done ! The humor is really good, I like that !
Ah, sad it's not complete. I like this concept a lot, I actually tried to make a game about a train like that in the past. With good writing and a nice story it could be nice.
@cymusi my teammate actually wrote a story/script but we didn't have time to add it in properly(you can find it in a secret area though).
@flancon Hey, I appriciate that! I did the art and writing, did you find the script?
Congrats on your first jam game together! I liked the concept. Very curious about the story you had planned! Is the script in the box? I keep walking around trying to open it XD
@thalie-nd I'm glad you liked the concept. The script isn't in the box, It's somewhere that it seems like you shouldn't be able to access.
Hey, this is a great start! The art is cool, the concept is neat, the audio is vaguely industrial-creepy in a good way. I hope to see some of your finished games in future jams.
Congrats on a good entry. I see what you tried to do, time is not on your side sometimes. 😉 Liked the "easter eggs". Great job!
@onsson Thank you, we only really had 2 days as well so time really wasn't on our side.
@panda-king-976 Found it! :p Really cool space monster design! And the theme makes a lot more sense XD
@guardaro I hadn't really thought of the audio in that way but I like your interpretation. Hopefully we'll improve so that next time we can make something more complete.
I actually enjoyed it quite a lot. Good work!
@thalie-nd It didn't intentionally help with the theme but in the end it ended up like that.
I thought first that the "incompleteness" was just a selling point and the game was about to blow my mind like Stanley Parable :smile: Still, a great entry and I really liked the ambient sounds and the whole "vibe" of the game!
@mango-malarkey I'm glad you enjoyed it and thanks for the compliment.
@juhani-koskinen While making the Easter eggs at the end I had that idea, I'm not sure about @rambi but if I were to redo this game I would probably take it in that direction.
not sure why but i loved this!
@imontheweb It's good to hear that.
Great start! 😄
Do you plan on finishing it after the jam?
@kinami we might try porting it to Godot but I don't think we will return to the Unity version as we only used Unity because we had no time to learn Godot after the runtime fee announcement, is there anything in particular you liked about it?
Needs polishing =)
Thanks for joining! Very surreal, I liked the audio and the graphics. I hope to see more from you in future ludum dares!
It's a start! I like the train ambience, I was intrigued by the idea of being on a space train. I liked the dialogue. Was the name of the game a reference to the fact that you can walk through the walls? :smile: The start of an interesting game!
Looooove the art style! The train sound too. Giving so much 90s vibe (reminds me of Cowboy Depop which I absolutely love). Everything fits together really well. Found the script yayyy :))) Looking forward to playing the complete version!
@kikiisong I'm happy you liked it. Sadly we have no current plans to complete it but if I ever have the motivation I might try either adding more rooms and @rambi's script or remaking it in Godot.
@coatline Thank you, the name and the wall glitch were actually complete coincidences but if I was to continue it I might embrace that coincidence.
@jahwffrey You're welcome. Also we do plan on joining future jams so hopefully you'll be able to see our progress and improvements. Game jams seem like good practice and a way to get ideas.
@rolferm Do you have any advice on what could be polished?
@panda-king-976, I dont know, maybe adding a leveling up system or some rogue-like elements or something?
:>
@rolferm funny, we did originally intend on making a rouge-like but we didn't have the time or ability to do so.
Really neat art and an original concept. I hope you're able to develop it more later.
Hey ! Congrats on you first jam. Overscoping is usually the problem on the first ones, but what you pu up looks like it could have some potential. Really hope you get to put everything together and would be glad to try that again if you do.
Congrats on your first jam! :D Just in a few lines you get a good sense of the tone and humor, which I really admire. I laughed out loud at the little easter egg lines (and spent quite a while walking around the space monster looking for more cute easter eggs.) Music also really helped set the mood. Also, thanks to the comments, I managed to find the path to the script on a second run >:D
(hope you don't mind my throwing possible spoilers on here) I really like the sense of mystery and existential dread that you have going. The planned worldbuilding makes it clear you were playing with concepts of time past and future (old train acting like a space capsule in outer space) of outside (outer) space and inside (mind) space, contrasted against a straight line limited box down which the player character walks.
Each train car/ room one is more and more fantastical to the end before it's back to the first room, just at half opacity like the world is fading away. I think there ought to be some clear differences from subsequent rooms to bring home that it's that same first room, (the computer, the box, the single window), but it's a nice touch.
The combination of the setting and text reminds me a bit of What Remains of Edith Finch (a game I ironically have not played myself) in that you're exploring the world and the setting is like a prop to character exploration. Less a traditional beginning-middle-end plot and more just "what happened here".
My favorite room is the golden room, the gaudiness of the gold (I jumped to facades and personas we put on but it could be lots of things) and how it burns but is hollow and empty (phone). My favorite lines: "It's like the view is better" "I can view the world though my own rose tinted glasses". If you don't mind, I'm going to find a way to quote this at some point in my life.
If you finish it please let me know so I can experience it! And if you just want to move on, thank you for including the script so we could see your ideas! :train:
@dob Thank you!
@agraffs We really need to get to know our ability so we can learn how to not overscope.
@addaellis I'm glad you liked @rambi's script, we currently don't have any plans on continuing this but it might be nice to see how well we could remake it in the future, I'll let you know if anything more comes of this.
@addaellis Hi! thank you so much for the review and complements of my script :) that's made me really happy you went out your way to say that, The golden room was half kinda maybe insipred a bit by the Hunger Games and the obvious power divide, It was actually really enjoyable to play with, I'd love to play with the script and idea more thanks :D
Congrats on your first submission! Once you have some more games under your belt, it'll get easier to make them in a short time window.
Pardon me if you already know all this, but just in case you're new to game development I wanted to give a brief technical tip when working with isometric art: the tiles are actually slanted at 30/60 degrees, not 45 degrees. When you implement normal diagonal movement, that will typically amount to having the character run at 45-degree angles. When a character does that here, it'll run a little off from the natural lines formed by the tiles. It'd be better (in my opinion) to have the character run parallel to those natural lines! It could be worth looking into walking schemes for isometric games to see how they did it.
If you end up making a top-down game that isn't isometric, and you have diagonal movement, there's something else to consider: if you move up and to the right at the same speed in both directions as you move when you move in just one direction, then you'll end up moving faster when you move diagonally. To correct for this, you'll typically want to divide the velocity in both the x and the y direction by the square root of two. This'll make it so your new velocity is the same speed as if you were walking just up or just right.
Hope you keep at it!
@bill-marcy thanks, this was our first time doing isometric, I'll take this into account if we make something isometric again.