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RainDrops
RainDrops
By geckoo1337
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 57 | 3.79 | 24 | |
| Fun | 94 | 3.54 | 24 | |
| Innovation | 10 | 4.27 | 24 | |
| Theme | 195 | 3.34 | 24 | |
| Graphics | 104 | 3.70 | 24 | |
| Audio | 67 | 3.68 | 24 | |
| Humor | | | 1 | |
| Mood | 55 | 3.88 | 24 | |
Comments
Wow - this blew me away, especially given that it was made in only 48 hours. The aesthetic and sound design were great, and it was really satisfying to machine-gun those balls all over the map. It was also really clever to utilize different colored walls to help keep the player from getting disoriented when exploring the map. I also really liked that the exit is looming over you the whole time. Great job!
otherwise nice, but I didn't understand the controls.
@tero-pulkkinen Right. I totally forgot to say that it's a FPS project. You can move using the traditional keys WASD. Sorry for this disappointment. I wrote a clear explanation above. Thanks ++
As always this game was a technical beauty, it reminded me of an older entry of yours with similar mechanics but you can paint on walls. Somehow I found this one to be better, probably because it's a new concept to me. I have no clue how you did this nor how you made it work smoothly on web but I enjoyed this. At some point I was like "are you seriously going to make me do parkour while half blind?" :smile:.
wheelsx
2025-04-08 01:18
The sound is great. The concept is interesting, but I find it a bit difficult. I lost track of the goal and wandered around aimlessly for a while, I think I'm just not patient enough.
Unironically, this seems better than scanner sombre! I really enjoy the concept, but I didn't manage to reach the end. The game is rather trippy, which isn't a problem for me, but I'm having an enormous headache trough out the entire day so I had to stop playing. Overall, I really dig the concept.
lereveur
2025-04-09 00:24
I played, forgetting the bubbles mechanic, and so I finished the game only using the ripples - but I finished, that's the important point :joy: With the other game, you seems to start sort of a collection of games-where-you-are-somewhat-blind, and I like this, it's a different kind of game experience. You're not the first, there are some other games like this (including one I can't remember the name but where you're a blind and the environment discovering looks like spreading paint), but you're doing well, and I will try what you will came with the next time you'll grow this collection :stuck_out_tongue: The mood is good too, and there's a lot of color for a game where the player is blind :joy:
@michael-parrish @tero-pulkkinen @skvader-418 @0x-void-x0 @wheelsx Thank you for your feedback which was really appreciated. For me, it's always a stressing moment reading the first comments after a submission. Usually we have a first global feeling about what we made - bad or good. I really appreciated your help. Be sure that I will rate your own projects too - I guess this week-end ++
@lereveur You are the first who said to me that you reached the goal. Great :cake:
Your main idea is really relevant - I have my own approach about the game experience. I am not a player who likes the beautiful aesthetic with an AAA budget, burning my graphic card. Instead I am always searching for a new concept - something which brings a feeling, a dilogy or a double-meaning. I love when someone asks himself in order to know "*How can it be possible? How does the code work?*". My favorite games inspire me. I talk about **Manifold Garden, The Unfinished Swan, 0°N 0°W, Beyond Perception (free on Itch.io - very cool!), boxlife, Closure, SolarGun, Xotic, Scanner Sombre, Antichamber or Portal**. For this project, I was inspired by a tiny game which was made for a LudumDare maybe 10 years ago (LD26 with the theme *Minimalism*) - **Dark Echo**. Finally it became a full game available on Steam for a buck. This is the same gameplay, but mine in 3d when DarkEcho was in 2D only. For RainDrops, I am doing some stress tests in order to know if the texhnical concept could be integrated into a solid scene with many meshes. So thank you for your comment. Thank you for your feedback. I will rate your project soon. I wish you the best ++
@geckoo1337 for the record I didn't think doing platforming was a bad thing, I enjoyed the challenge and actually managed to reach the sphere :heart:
@0x-void-x0 and don't forget to send me a picture when you reach it. Thanks bro' :heart:
sn4pi
2025-04-09 21:08
Hey there pal, like every LD we both participate in, I immediately jumped to your account and looked it up and - I gotta say of many entries I've seen from you I'd say that THIS is definitely one of my favorites! Good job on the mechanic, Level design and the sound.
Well done :)
neowhoru
2025-04-11 11:49
The mood is perfect :) I am just too dumb to find the red circle...i need some more time so i will try it again later. However this game is really great - the idea is fantastic and you really have to look where the edges and walls are.
wouter52
2025-04-12 18:57
Hi! I will come back later to finish this piece of art! Really reminds me of StarDust, but man this one is so much harder! I lack the required spatial insight I think. The drop mechanic is really cool! And I found the red orb allll the way up there. No idea how to get there for now, but something tells me that is where I need to go to
The music is very well done and adds to the experience. I think that the lack of an object (like a laserkun or something) adds to the surreal feeling of this game
Well done my friend, I really liked yours. When I finish, I will share a screenshot :heart:
P.s. when I read @lereveur 's comment, I shouted out loud: BUBBLES?! Went back and tried right click. Flopmp flomp it did: BUBBLES!!! This makes my next runtrough so much better! Thus some feedback at last :grin: Maybe somewhere other than the description you need to explain the controls :) Like the main menu for instance :)
argensis
2025-04-12 23:19
Very nice atmosphere, and definitely agree with others about the scanner sombre vibes. Like others, I also missed there was the bubbles in my first playthrough, which makes it much easier. Possibly the right difficulty is in between the slow sonar and machine gun bubbles.
Also a falling/landing sound effect could be quite useful in case you do fall off the platform. I did in my first playthrough and hadn't realised I had at first, which was pretty confusing.
jag
2025-04-13 01:59
What an absolutely amazing game! I think the innovation of the idea is 5-stars. Using those droplets to illuminate your path in complete darkness is such a cool concept. The whole idea was very subtle and not at all in your face, like you just know that the red dot is your objective and you need to find your way there. I can imagine some people just turning away without instructions to guide them, but I felt it had a very artsy vibe because of that. Although, I do have to criticize that some way pointing or handholding would have been good, because it took quite a bit of persistence to figure out the path ahead, especially when I discovered that there are sections that you need to jump to get to. Speaking of which, at least some in-game controls on startup would've helped. I think being able to cast more ripples at a time would have helped too, maybe just an extra 1 or 2 before the limit kicks in. (Note that I played the post-compo version) Nevertheless, great job! Thanks for the game!
This was pretty fun! I could see orientation being a bit of an issue, so maybe a small white dot for a reticle might help with orientation, you could also maybe have it automatically click the ground every so often with a small click to just show just what the player is standing on in a very small radius, so if they look down they see a small ripple. But those are small changes that might be useful.
Otherwise overall a good game! I had fun! Raindrops.png
Amazing game with the bubble/ripple mechanics to see in darkness! The sound design creates a great atmosphere. I got lost a few times but finding my way through the dark was fun. Really enjoyed exploring this unique concept!
@snowdrama first screenshot showing the end. Congratulations!
eugenik
2025-04-14 08:26
good job :).
coatline
2025-04-16 16:51
Really interesting idea! I got to the end, but only after reading the comments and realizing that you can RMB to throw balls! I still really like the mood, and it is a really polished prototype! Great job!
I got lost and it seems I forgot how to walk in real life (I poke at the walls, but no pretty circles appear on them)
In general, I stay in this dark space, it's much better here than in my room!!
Игра крутая))
aurel300
2025-04-16 17:23
That was interesting!
As you say, it's more of a tech demo than a game, but it was still a nice experience. Both the audio and the video were pretty solid (though the titles/font could have been made to fit a bit better ^^). The method of exploration worked fairly well, though for the most part I only used the bouncy balls. I guess I can see the appeal of the raycast, but you get almost the same thing (just half a second later) by sending a bouncy call that way too. It was cool that the maze had interesting shapes in it and differentiating the walls by colour made it much more navigable. I made a whole circuit around the lower section before I thought to start looking for a way to climb up :D Oh actually, being stuck in front of a ledge and trying to navigate with the rubber balls is a bizarre experience: without a point of reference it is hard to tell that you are *not* moving even though you think you are, so it suddenly feels almost like the walls are moving away from you!
One minor thing: maybe at the very beginning, it would be good to give the player at least *some* idea of the camera orientation etc. If this were part of a larger game, maybe the maze entry still has lights or something. I got the idea of where I was actually looking and how sensitive the camera was to mouse movement soon after I started spamming the bouncy balls, but there are some of the things that are just different from game to game and doubly so in gamejam entries :)
missfire
2025-04-16 23:12
Wonderful work! I truly felt like a bat using echolocation to find my way. I think the use of color was very clever — thanks to the different shades on the wall rings, it was easier to navigate: “Okay, I’ve already walked along this pink wall… oh, and the railings are always yellow!”
At first, I didn’t know how to reach the goal — it was so high up! So when I saw the steps, I let out a happy squeak.
Also, the ambient sound is so peaceful and adds a great atmosphere to the game. All in all, I really enjoyed it — thank you so much!
This is great to see, we have mad a very similar core mechanic to each other! :D I love the execution and mood of yours, has the "unfinished swan" feel to it and a real sense of mood. Great stuff!
ezdgbhn.png
@missfire @aurel300 @vertsight @coatline @eugenik Thank you for your comments - and some ideas which seem to me really interesting. Maybe for the next release... Be sure that I will rate your own projects this week-end. Thank you for your kind words. Like everyone, I need that :cat:
@designernap you did it boy! Thank you for your comment :cake:
How did you make this kind of effect ? Otherwise the concept is really unique, and wasn't prepared for that in a jam haha! That really interesting!
wouter52
2025-04-18 11:29
Thank you for the fun experience :) Screenshot (66).png
I just went into the weekend playing your game with the knowledge that the right mouse button throws balls. I must say: it's much more fun like that.
The first time playing, I constantly felt lost. After playing with the balls, I felt in control and found my way pretty quickly. Maybe... maybe even too quickly? Are there other parts of the level to explore? I would have loved a longer experience, like Stardust. This felt like a successor. Stardust was satisfying in the sense that you could literally see your progress while playing. RainDrops feels satisfying in the sense that you're always in the present—no way to "look" back, if you know what I mean.
Sometimes I felt like my character was sliding or falling off (especially with the yellow pipes near the end). I don't think that was actually happening. It just felt like that—kind of like when it feels like you're sliding backward because the train or bus next to yours starts moving 🙂
Fun game!! I'll change my ratings accordingly.
egor-iv
2025-04-18 19:34
wow! I got a lot of emotions! This is unusual.Снимок экрана от 2025-04-18 22-32-20.png Хотелось бы в конце увидить уровень при свете)))
@egor-iv *Хотелось бы в конце увидить уровень при свете)))*
вот интересная идея. круто!
rezistor
2025-04-21 08:04
Cool Idea!! Trowing balls is so fun =D but i didn't get that rmb is a "throw" button xD at first. It would be nice to collect pickups like coins or something alse to have positive feedback from game that you go right direction.
@rezistor This is an interesting idea. Thank you for your rating. I wish you the best ++
limered
2025-04-22 21:49
Awesome concept. Kind of like being blind would feel like (i think). The different ripple colors were a good idea to add a little orientations. Its kind of hard to grasp depth and theis helps. I think, you could expand on this concept a bit further. Maybe different shapes, more coloers. Make it psychadellic! Would be awesome.
A really good entry. Thank you for the good time.