imbajoe 2024-04-16 03:50
I feel like a parent keeping track of quadruplets. Nice submission, was the first puzzle one I came across too.
Foon → Ludum Dare Explorer → LD55 → Spring Must Come
By muriel
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 204 | 3.37 | 29 | |
| Fun | 231 | 3.17 | 28 | |
| Innovation | 87 | 3.71 | 28 | |
| Theme | 262 | 3.17 | 28 | |
| Graphics | 301 | 2.70 | 29 | |
| Humor | 244 | 2.40 | 27 | |
| Mood | 223 | 3.13 | 28 |
I feel like a parent keeping track of quadruplets. Nice submission, was the first puzzle one I came across too.
That was really fun! The first few levels felt a bit too easy but once it got later on (especially the equilibrium level and the few after it) were very challenging but in a good way!
It would be really cool to polish this up! Could be a fun puzzle game to release
Thanks @imbajoe, I'm sure that you are a fantastic parent for your quadruplets :)
@camd67 hehe, yes I'm trying to get better at tutorials + difficulty curves. I'm slowly getting there I guess... Being honest I might think about polish and publishing as the engine is quite easy to use to add new levels and some friends already gave me more ideas on things that I could include in later levels <3.
Thanks again for your review :)
Hi nice idea. Always cool to see games done with raylib :)
@creepypvp thanks, yeah I was a bit reluctant at the beginning but a few hours in and I was already reassured that I made the right choice, being honest I don't see myself going to back to something heavier in terms of build tools... Also in the end I managed to just write a super silly ./deploy.sh command that allowed me to push updates quite easilly which was a real blessing for the last minute adjustments.
So yeah super recommended to everyone that might be considering C++ and raylib as their weapon of choice for the next compo :)
Managed to get till level 10, that one cooked me, I'm no good with puzzles. Great game tho
@justaroom wow that's already super far :) This one it is a bit tricky as you need to think "outside the box/map" xD.
Thanks for playing @justaroom I'm glad that you liked it :)
Excellent job on the natural tutorial. There was never a point where I felt like I didn't understand the mechanics. That said, it was still very challenging. Very clever game, great job!
Very clear progression that tutorialized all the main puzzly elements. Fun take on the theme
Great intro to the game, and at first I was like "well what's so hard about this?" and then I got to the equilibrium level and was like, "....ohhhhh." Good work!
I'm glad that you liked it @kristinamay!
Yeah haha the real game starts there, yeah that was the level that convinced me that the game design was good enough as when I was doing it I was mmmm no-one will enjoy this :)
Clever game with good difficulty progression. Good job!
I like bringing natural beauty back to a space. It's like if Terra Nil was fantasy instead of sci-fi. The slow terraforming speed of the elementals made the equilibrium level a bit of a slog, but it's a solid concept.
🪬
Nice easy into the game mechanism and then Equilibrium. It really felt like herding cats :)
The core loop felt good on this one and I think you could expand this really easily to more levels. Just add some polish / juice to the game and it would be really good. Nice work!
Such a cute game with a chill atmosphere! It starts out a bit slow but quickly becomes a hectic management game, which is quite fun. I'm not sure what's the best way to manage elementals in levels with lots of them, maybe put them near a torch?
Other than that the game feels super smooth, pixel art looks nice, and I like the relaxing music a lot.
Kudos to you for doing the compo :v:
Feels like a puzzler, but it becomes more like a management kind of game, juggling the other spirits. Interesting concept, but it kind of gets a bit stressful later on. Neat idea though. Good work!
I liked playing this, and made it to the end; the level design felt especially well done. One criticism: I'm not sure having the player take damage in the non-springified level portions added much value to the game. It doesn't seem to affect strategy much at all, and doesn't add enough difficulty that I was really thinking about it all that much, especially in the later levels.
Starts slow, then feels like herding cats, unexpected progression, very nice
Kudos for the interesting and very original gameplay. The levels where you can get stuck are a bit stressful, but were not too difficult. Sometimes the game's pace is a little slow, maybe it would be nice to be able to pull the elementals faster with your staff.