guiik 2024-10-07 21:57
The graphics are pretty disturbing haha
Foon → Ludum Dare Explorer → LD56 → The Germinator
By slippers
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 960 | 3.00 | 32 | |
| Fun | 844 | 3.00 | 32 | |
| Innovation | 1003 | 2.50 | 31 | |
| Theme | 729 | 3.43 | 32 | |
| Graphics | 717 | 3.38 | 32 | |
| Humor | 733 | 2.68 | 27 | |
| Mood | 623 | 3.43 | 31 |
The graphics are pretty disturbing haha
The meaty textures can be a little...unsettling at times. I wasn't sure where to go after getting the shield in level 3, though. Can also be a little bit tough at times. Overall, an interesting take on the theme, though.
super atmosphere, interesting lvl design. but on some lvls there are too many sensors, which makes it difficult to pass the game
@eerongal It does seem I made it a little tricky to navigate. I really wanted to have a narrator of some sort to guide the player along a bit, but simply ran out of time.
Thank you for playing and the feedback.
This reminded me of those old custom trials gamemodes I used to play in UT2k4, lots of boxy rooms with floating platforms :D
I enjoyed my playthrough and the graphics were very nice. The mouth was totally worth the time! I admired the details on the teeth before jumping in, lol
I think the movement is a little too slippery. The near-instant acceleration combined with slow decelleration makes it especially hard during those precision sections in the 4th and 5th level.
Getting caught by the blood cells is a bit jarring right now, as there's not a lot of feedback that it's happening, and then you're kicked back to the start with no warning.
Fun game, good job :D
@Frib Thank you for playing and such great feedback. Completely agree on your points.
I didn't scope particularly well, as nothing is tuned that well as a result. Too much to be left on the cutting room floor with a platformer.
I was kinda of going for the feeling of the old Counter-Strike: Source bunnyhopping servers that I played tonnes when I was a kid, but it is an aquired taste for sure.
Thanks again.
This game definitely has some atmosphere to it. Quite an interesting interpretation of the game jam theme. Some more feedback/polish on death/item collection would be nice and the movement is very sensitive (which I'm assuming is on purpose due to it being used in the time change level) although i love the snappiness. Also a fan of the speedrunning mode (quick respawn is really nice). Congrats on completing your game despite your difficulties!
@lgk-productions Thank you for taking the time to play and for your feedback.
Yeah the general feedback to the player is absent in many cases, and I was trying to throw as much in towards the end as I could, it was a completely avoidable issue with overscope.
I'm really pleased to hear you gave speedrunning a go, and hope you had fun.
Many thanks again.
I loved the meaty textures and the atmosphere in the game. I was glad that there were undocumented numpad bindings too because space is only available on the right part of the keyboard for me which meant I needed two hands on the keyboard and I guess I could have attempted steering the mouse with my chin or something :laughing:
I got to the level with the very small ramps and that was honestly too hard for me. The controls were very sensitive with a single tap moving me quite far in comparison to how small those bars/ramps were. Perhaps their hitboxes could have been a bit wider while still keeping the visuals the same. I'm guessing, but I feel like the game didn't fully teach me, that I needed to collect all the power up thingies before the exit opened? At least there seemed to be a cheeky exit close to the start on the following (?) level that closed right as I approached it.
I also got a bit lost on the jump around corners level at first, with the darkness and coming from above finding out that I needed to go back to where the white blood cell was patrolling and go the other direction.
Cool atmosphere though and interesting concepts for the level design.
@local-minimum I've learnt to get as many binding options in if i'm not going to offer rebinding! Glad it was of use.
All of the issues you have itentified are really symptomatic of a lack of polish and time to refine. 3D platformers are just way too intensive from a design perspective if you're working solo I guess; but that's all on me of course! Every day is a school day.
So on the cheeky exit that closed just as you approached it - it's on a timer that's just a little to fast for running normally, but you can actually move a little faster if you jump and run, so you can actually skip the entire level if you time it right - it's a kind of quirk you had in some old FPS that I wanted to implement, but I don't think anyone has noticed the skips yet.
I agree in general I needed to do more to guide players in the right directions in the levels too.
Thanks for taking the time to play and leave feedback :)
Totally love this creepy cosmic artstyle.
Good mood overall ! I would love if the coyote jump was a little more longer !
I loved the intro level, but I thought the second level was just a bit of a generic platformer with overly-floaty controls - but then the third level things got real, and I realized that the second level was a great tutorial level for getting used to the controls that then needed to be applied to the confined spaces: clever!
I ended up playing this for ages - great job!
@mrspeaker Thank you so much for such thoughtful feedback.
I'm really happy it game across that I was trying to introduce the mechanics in a controlled way rather than throwing it all in at once.
And i'm chuffed you got lots of playtime out of it, thank you for your time.
Hey, nice work getting something done while your respiratory system was under attack that not only fit the theme, but also fit the theme of your illness. I really liked the textures and had a lot of fun, but I got pretty stuck at the fourth level with the small ramps. The controls were just too darn sensitive for me. I also found a glitch in the third level where I jumped out of bounds, but luckily I could just restart using the menu. Overall, great work!
@pres2300 Thank you for playing and taking the time to leave feedback.
I think adding some sensitivity controls or at least tuning them down a bit would have gone a long way to improving the experience as this has been an issue for many.
I was wondering if I had missed any collision boxes! I rejigged the level so many times and felt I must have forgotten to resize something, really glad that it didn't leave you stuck anywhere.
I'm glad that you had fun and enjoyed the unsettling texturing. Thanks again.
Interesting, I like it, good job ☺️
Really good platforming sections and concept!
GROSS! Good entry, nice I felt like I had been swallowed! Maybe include a bigger jump buffer on the ledge jumps as I kept jumping just too late (but it felt unfair XD). I really vibed with the green walls on level 3.
@ansible You are so right about the buffer, it totally escaped me until after the jam that platformers use a bit of trickery to make it feel more fair!
@iaroslavik @mothchoir Thank you for your time and for playing :)
Genuinely a really cool game, visual style was awesome, reminded me a bit of H.R. Giger stuff. I was a bit confused on the very small ramp section at first but it made sense once I found the slow-down powerup, then it all clicked when I got the speed-up one to get through the closing door and I realised you were playing with time which I thought was a cool concept. There's some creative ideas in here and the overall atmosphere you created is surreal and interesting. The big patrolling spores were so cool and scary but a bit forgiving, it would have been freaky if they started chasing you or something :laughing: Thought the music served its purpose well and contributed to the atmos too. I think this is an impressive submission especially for a solo dev, well done.
@druven Thank you for playing!
Yeah the white blood cells had to be made super forgiving because I didn't have time to block their detection with walls, and it felt **really** bad to have them snipe you through a hard surface :grin: . My original plan was to have them chase you, but they would not behave themselves so that got canned too,
Thank you for taking the time to leave feedback, and glad you have fun.
Very nicely made, art, feeling and the mood are super great. It took time getting used to it and I think if you've made acceleration when player in the air a bit lower that would make it less frustrating, when a short touch to a movement controls just shoots you in a direction. Another thing which is important for the platformer and might have improved the feel of the game is to allow player to jump in the air shortly (say 0.05s or 0.1s) after leaving ground, that will make platformer experience so much better too. But other than that, I really loved it, after I get hold of how things work.
@apoly Thanks for taking the time to play!
Yeah the controller is pretty hacked together and very simple, and lots of people have felt a little out of control so it's certainly a bit wild so sorry about that :laughing:.
I would certainly look at improving the general feel of the movement and the collisions if I did something like this again in the future, it's certainly not like a dungeon crawler controller.
I'm pleased you liked looking at my meat, you can come back and play with it any time. Thanks again for the feedback
good
On the (3rd?) level with then green poison, I couldn't figure out where to go after getting the powerup and turning off the green light, and ended up jumping outside of the level and falling for eternity... :cry: Found the exit after a couple tries, though =).
On the next level (also green, with a big red and blue glowing thing), the movement sensitivity felt way too high. I spent quite a long time and only once managed to get up to the first platform without falling off of the little wires, and then was never able to make it past that :(. Platformers aren't really my strong point, but maybe a "walk" button or something would have made that doable. A cross-hair or something so I know where the center of the screen is might have also helped, as it was really hard to line up the little bars to walk on such that I didn't fall off them.
The bacon texture is great. I like the atmosphere. Web build ran pretty well!
@jimbly Ah I'm very sorry to hear you didn't make it through, it's certainly tuned for what I was able to do in testing but based on the feedback overwhelmingly it's just too sensitive and unforgiving!
You're totally right in that if I was to even do something like this again (not likely :laughing:) I would need to implement some controls to tune the user input at the very least.
Platformers, and 3D ones at that are just absolute suicide for short game jams. But we learn these things the hard way I guess :smile:. I'm glad you like the textures.
Thank you for taking the time to play and leave feedback.
Well done! I like the level design, and the overall idea. I was stucked in the third lvl, i didnt know what to do. To be the 2d jam is more than acceptable, keep working! :v: :smile:
loved the models and colors you choose, the athmosphere is really cool. Excellent job!
That was a pretty intense atmosphere you managed to put together. Between the meat walls, the dark lighting and the enemy sound effects you had some good horror vibes going on. Really liked the speed running aspect to it that was a nice touch (especially with the benchmarks). Might be nice to add a leaderboard later on!