andrei-gusan 2023-10-02 19:57
The controls aren't quite intuitive. Probably would be a good idea to stick with traditional Jump = Arrow.up and hit/attack is space
Foon → Ludum Dare Explorer → LD54 → Girder Panic
By matt1will
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 913 | 3.15 | 21 | |
| Fun | 831 | 3.10 | 21 | |
| Innovation | 1017 | 2.65 | 21 | |
| Theme | 492 | 3.73 | 21 | |
| Graphics | 650 | 3.47 | 21 | |
| Audio | 613 | 2.92 | 21 | |
| Humor | 844 | 2.23 | 19 | |
| Mood | 1050 | 2.47 | 21 |
The controls aren't quite intuitive. Probably would be a good idea to stick with traditional Jump = Arrow.up and hit/attack is space
Fun!
loved the artwork! simple yet very effective, super cute.
I've played a lot of spelunky, so the controls were intuitive enough for me (except that attack and jump are switched but oh well). I like the implementation of the mechanic, having certain enemies that increase the space is nice. I do wish there would be some more different enemy types, at the moment it was possible to stand on the same block and alternate between attacking left and right without much difficulty.
Loved the premise and idea, really addicting. The kill-chain/combo mechanic really was a great motivator for me to be fast and efficient. However, as someone who isn't used to these controls it was a bit hard to get used to them. And also, I did notice that occasionally one of the red moths wouldn't spawn for ages, leading me to get pushed into the hole without a way to stop it. Though it was still a great time ( high score was 900 only though lol )
Overall I really liked it! Only real complaint is lack of content. I was hoping I'd get some kind of win screen for successfully getting the guy squashed between the girders after killing all the bugs.
The art is appealing despite being so basic, and movement does feel satisfying. I didn't struggle with the controls too much but the ability to change them definitely would've helped a bit.
I really liked the effects, especially when the walls are pushed back, it feels so good. Though I found it a little hard to hit the enemies mid air with the small dagger.
Flawless jump physics! Really felt polished. I liked how destroying the red critters expands the arena, which was a nice twist. Great game!
we do have pretty similar concept especially with the stage walls. i.e stage getting narrower and narrower as time progress. But thing that stood out was the ability to expand the stage on hitting the red moths and getting narrower slowly. Which made it really fun to play. Loved it. Wished the red moths spawned more often. My highest score is: girder.png
I like the idea, I like the generous hitbox, but it’s too easy to play perfectly. The game needs more variation and increasing difficulty. I ended up scoring 135460, I had a >200 multiplier that I broke near the end of my game. It looks like that drought of red enemies was random.
Cute simple game, would really like to see a bit more variety in enemy behaviour and spawning because the fundamental idea is good, encouraging you to be aggressive to keep combo meter up and prevent the girders closing in is a good core mechanic but the simple npc behaviour makes it a bit too easy to optimise.
Cool art and aesthetic, solid execution for the most part, great work!