FoonLudum Dare ExplorerLD55 → Doe The Dragon

Doe The Dragon

By vrdiy

View on ldjam.com

CategoryRankScoreCount
Overall2693.0825
Fun2792.9324
Innovation2013.2125
Theme2673.1325
Graphics2423.1124
Audio2542.5923
Humor2202.5923
Mood3112.6124

Comments

andrewkennedy 2024-04-15 04:02

I like the concept - I feel like with a bit more polish it could be even greater. The momentum makes it pretty hard to be precise, and this game is all about precision platforming. I got up to 5 stars before I couldn't make it any higher.

The control scheme was difficult on keyboard and mouse - it does feel like this would be better on a controller.

jnw 2024-04-15 04:18

Really challenging, I dig it. I can see it being really addicting to get good at.

The death sound was pretty loud compared to the other sounds. I think a bit more variety in the audio department would be good overall. But good work!

thoastbot 2024-04-15 12:25

I had a really hard time getting anywhere, not sure if its because of mouse and keyboard, but i find it really hard to consistently wall jump. Non the less i really like the idea and i assume it might be quite enjoyable if you get the hang of it

locksmitharmy 2024-04-15 15:28

Good ol classic hard platformish game... really impressive for the compo, great work.

sigmoiddev 2024-04-15 15:43

Probably one of the most **fun** games I've played in this jam. I see everyone commenting on it being too hard and the momentum being uncontrollable, but honestly I think they just have a skill issue (no offense). Yeah, it takes some getting used to, but once you master the timings it's actually a really fun game. As a concept, I can see this being turned into something really good if there were more levels or whatever. I made it to 12 stars, but it was starting to just be the same thing over and over.

vrdiy 2024-04-15 16:00

@sigmoiddev Thank you so much, your words are very encouraging! <3

asatrain 2024-04-15 17:57

The concept is innovating, but the controls are so hard man :tired_face:! Using LBM/RBM and keyboard here might be not a very good idea. I would consider Q and E for walls, for example.

vrdiy 2024-04-15 18:08

@asatrain I purposely didn't choose Q & E as if you are moving to the left, and wanted to spawn a wall to your left, you'd have to use the same finger to do so, but I agree LMB/RMB probably wasn't the best choice either, if I had more time I'd have added the ability to change the binds, thank you for your feedback!

pebkac 2024-04-15 19:37

As others have said, there is a promising idea here, and I think it's a very cool take on the theme, but the control scheme needs work.

sirlich 2024-04-15 19:38

Haha, I played it for like 10 minutes trying desperately to get the first star before I realized you could wall jump. I was just trying to pogo up with w and then go sidwards. I actually get pretty far but couldn't quite complete it...

Now I watched the gif and I understand I've been playing it wrong! Time to play some more :)

Edit: I also didn't realize you could double jump haha

sirlich 2024-04-15 19:45

Ok, I played it properly this time. Much better, and really, quite fun! My main suggestion would be tweak the Window settings in Godot (either disable the option to change screen size, or set the scaling rules differently).

I hope C# comes to web builds soon, because normally this would be a perfect web game!

I checked out the source a bit. It's definitely an interesting choice to stuff the main menu into the main scene (am I reading that correctly?).

vrdiy 2024-04-15 19:53

@sirlich Did you play the version with Patch 1? That version I fixed the window issue I believe? Unless you are talking about something else? And as far as the main menu, I'm not sure what you mean, you should be able to open the entire project straight into godot from the source. Also I've only just learned Godot and C# like 1.5 weeks ago, so I'm sure I am violating all kinds of best practices in that code LOL. Thanks for your feedback!

sirlich 2024-04-15 20:00

@vrdiy it was not clear to me whether patch-1 was submitted before the cut-off, so I played the non-patched version, as I wanted to rate it fairly.

wubbaduck 2024-04-16 01:23

Nice concept. With some tightening up on the movement this could turn into a super fun skill platformer. Seems like the core is there but the movement felt sluggish in comparison to the platform disappearing speed. Regardless, well done!

sozey 2024-04-17 09:18

It's certainly hard but it doesn't feel unfair, and I could actually see the results of myself getting better. Really fun take on the platformer genre!

tykenn 2024-04-17 23:21

How many levels are there? I got to 14 before quitting because my hands started to hurt. Once I got used to the controls, it was cool being able to steadily improve, but the levels did start to feel repetitive after a while.

vrdiy 2024-04-18 00:30

@tykenn there isn't a set number. There is a special message if you get to level 100. I've personally only reached level 44. So I'm not sure what the highest possible level is, the max number of spikes that get spawned are based on the level, however that caps at 70. The distance the star is away from the starting point also scales every 5 levels, but there is no limit. I reckon there is a level which the star is completely unreachable due to spikes at some point, although I've yet to see one.

wo-ri-gou-le 2024-04-18 11:47

Sorry, this is really not the game for me... It's cool, and interesting. But I just can't manage my brain through these combos of movement. I understand how I could climb, bounce and jump, but it won't work together.

It could have a more beginner friendly control method, for example, do whatever mouse click, generate platform according to the player's facing direction, or do another jump after double jump to call a platform for standing. This will make it easier to start yet still has the deepth of gameplay, like how 3d mario does.

vrdiy 2024-04-18 15:40

@wo-ri-gou-le Sorry you had so much trouble! It is meant to be challenging, the first star is purposely placed so that you have to use at least one of the mechanics to reach it. Playing on a controller has a much better feel. I like the idea of the pillars spawning based on your facing direction, although I feel that may overly simplify the game. Thank you for your feedback!

henk 2024-04-20 19:13

I got to level 13 before I had to stop; my cortisol levels were getting too high... This is definitely great, though. The idea is good, the platforming is solid, and the challenge feels "fair" enough that I was blaming myself for failing rather than the game for killing me.

Some issues I ran into: - walking into a pillar doesn't cancel horizontal momentum, so you kind of get "stuck" in it for a fraction of a second before you can turn around. - Some of the spike balls don't seem to actually kill you. I almost don't want to report this one with how many times that saved my bacon :P - On my first attempt I somehow got the game stuck in a mode where the player character wouldn't stop walking left, and had to restart

I think the LMB/RMB for the side walls was a good choice. Besides the issue with Q/E you already mentioned, I've played platformers which use those keys and have frequently run into issues caused by the low key rollover on my laptop keyboard.

lildyll 2024-05-03 03:42

Super cool! Although I suck at it i bet this would be very fun if I spent a lot of time with it. I could only get 3-4 stars lol. Good work!