fullsaphir 2023-10-02 17:28
The concept is simple and great, too bad that the Windows close directly after losing. It's not often that I see a game only made with SDL2. Cool game.
Foon → Ludum Dare Explorer → LD54 → Squasher
By pawel12
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 343 | 2.73 | 21 | |
| Fun | 304 | 2.94 | 21 | |
| Innovation | 334 | 2.63 | 21 | |
| Theme | 189 | 3.63 | 21 | |
| Graphics | 344 | 2.21 | 21 | |
| Audio | 1 | |||
| Humor | 180 | 2.63 | 20 | |
| Mood | 2 |
The concept is simple and great, too bad that the Windows close directly after losing. It's not often that I see a game only made with SDL2. Cool game.
Thanks for feedback, game could use some polish but I run out of time and energy.
Congrats on your first LD. Nice game. I like the squash theme.
This game detects as a virus on Windows 11 and won't run (not just smart screen, an actual virus).
@germdog53 Hi, I use the Win 11 myself and don`t get any warnings. Here is also scan from Virus Total.
totalvirus.png
@pawel12 Interesting. Thanks for the follow-up I'll try it again.
Great adherence to the theme! It gets pretty difficult after a while. I think a simple scoring system would have been a nice touch, even just a counter on the screen that counts how many levels you completed. Overall nice job!
Funny concept, like this. GFXs are also cute. :smile:
@gamer-fates Thank you!
@matthew-bond Thanks for feedback! The difficulty scaling probably could be better.
@foreyes Thanks :smiley:
Starts out very easy and gets a little harder in the later levels. The game closing after you lose is unfortunate and makes it a lot harder to play. I think the squash following the mouse instantly makes it a bit too easy, maybe give it a bit of acceleration or something to make it harder?
@tomknocker44 Thanks for feedback, I started with keyboard controls and gravity, but there were some problems so I made it simpler. I will definitely look into making some tweaks to movement.
Too bad there's no highscore and the game closes directly when losing, it doesn't encourage to keep playing and get better.
@martin-bousquet Yeah, I run out of time. I will try to make a updated version.
Nice implementation of the theme and a funny concept overall.
I won't repeat the same things that others have said (about the game closing directly, highscore, etc). The only thing I would say is worth exploring is adding obstacles in the free area besides the forks, and movement with the keyboard instead of the mouse (there is a lot you can do there to make it more action oriented). Also it looks weird that the forks are stretching on the X axis instead of just translating / moving on axis.
Welcome to Ludum Dare and congratulations on your first entry! Not many people can jump directly to a compo and deliver something, especially something that was not made in a game engine.
@exofrenon Thank you very much for suggestions and kind words!
Gets kind of hypnotic the faster it gets. Nice little game with one simple mechanic. My critism are just the things others have mentioned. The game closing thing motivated me to concentrate more. Well done!
simple and funny game, sadly Dynia died far too many times while I was playing :(
Nice little game, simple concept but works well. A few small changes I feel would greatly improve on it. Showing the level, times survived or similar would be nice, maybe have short end screen with your best score. Also I think it would have been nice if there were more "holes" in the beginning but faster speed.
Congrats on your first game !
Oh noice. A little tricky on a trackpad but made it to `Level nr. 10` on the second run. (Ran it with wine in the console, so I got the console output.)
It was a fun game! Very fast paced once you get the first few levels done. I would have loved to have a fast-forward button, so you could try to get to the hard part faster. For example, clicking left mouse button to snap all the forks to the end. But the main idea of reaching the safe spot is working well with the LD theme, and concept is easy to understand and play. It is somewhat zen like except for the difficulty level increasing. Experimenting with stuff like collectable powerups, level progression (start again from the same difficulty if you lose), different control schemes, different levels which have different ways of the walls moving - for example slow at first and then snap, or each wall staggered more, etc would make it more interesting, there's always stuff to add. But the core idea is engaging as it is now already.