I dreamed of Matriochkas in Paris by Sirkovitch 2021-04-30T14:42:13Z
Those were some beautiful visuals! I guess the music was either not working for me (or not there) but this has the potential for being a great immersive, thematic experience.
Foon → Ludum Dare Explorer → Users → aditya_dave
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Stolen Time | jam | 1381 | 3.24 | 2.83 | 3.29 | 2.68 | 3.05 | 3.16 |
Those were some beautiful visuals! I guess the music was either not working for me (or not there) but this has the potential for being a great immersive, thematic experience.
@jesse-j-jones Thank you for the feedback! We have added hints to the game description to make it more comprehensible. This was our first attempt at making a puzzle game and we may have given too little information to the players, haha! Let us know if you have a chance to attempt it after the hints :)
@sugarsugarsugar Thank you for the kind feedback! We have tried to add hints to help the user experience. Please let us know if you have a chance to attempt it after the hints :)
@crimoudin Thank you for pointing that out! We've added some hints on how to approach the objectives and the puzzles. This was our first attempt at designing a puzzle game and would enjoy more feedback if you have a chance to look at it again! :)
@kenlee @kirby Thank you guys!
@adamsmccall Thank you for trying our game and the feedback! :D So we updated the walk-through based on your feedback and made things much more precise. Also, did the x key work fine for you? If it did, we think you may enjoy the rest of the game with the first steps of the walkthrough :)
@imdigitaljim Thank you for the feedback! We now have a walkthrough because we made the puzzles too complicated and gave too little information in game! We'd love it if you get a chance to try it again with the hints and/or walkthrough :)
@jonathan-jennings Thank you so much! We tried our best in the time. I hope you were able to enjoy at least the first half of it! :D
@1minatur Thank you for the feedback! I agree that we should have definitely iterated the puzzles more and given a cleaner definition of the puzzle boundaries, etc. And you actually figured out the solution we intended! :D The solution also unlocks a more interesting environment to try out. Hope you had fun either way!
@adamsmccall Thanks for giving it a second go and the feedback! We definitely ran out of time to play test the puzzles and fine tune how the information is given to the player and how things are highlighted for usability. We also fixed a bug that stopped the x button from showing up the first time around. Glad that it made a noticable difference :)
@winged-souls thank you for the very kind comment! Because the concept was a bit ambitious, we actually ended up spending most of our time building the environments haha!
@nacholr Thanks for letting us know how your experience was! We added a walk-through to the github page after a few people suggested that things were unclear. If you'd like to experience the different environments, do check it out. Either way, thank you for playing our game :D
@Sodaro I am glad you enjoyed at least parts of the experience. The first jump is "deeper" and the second jump is "deeper and deeper" into time xD. I agree that some of our UI and puzzles could be designed much better and made things much more clear. All the feedback is invaluable education on game design :D We did include a walkthrough as a band aid to help with the more un-intuitive parts but cheers that you explored and figured it out by yourself haha :D
@vitor-milioni Thank you for the kind and detailed feedback. We did debate the time limit in the future and thought of it as a thematic inclusion haha. However, we are glad to receive more feedback regarding this aspect. Furthermore, sorry to hear that you were lost at times. We tried to retroactively fix this complaint by including hints and a walkthrough. Glad you enjoyed it though! And thank you for actually giving it the time of a complete play through despite some jank.
@bea thanks for playing the game so thoroughly and giving us feedback on your experience. We definitely patched some things up at the last minute because creating three environments took us much longer than anticipated haha. I'm also glad you had a chance to enjoy some of the dialogues and unravel some aspects of the antagonist! :D
@tthe thanks for the feedback and for exploring our world! We did have many more ideas and definitely could have polished the presentation a lot more... we just ended up taking so long to make the environments as good as we could haha. However, all the feedback is teaching us a lot and highlighting areas where we can improve player experience and fundamental game design, so it's pretty great :)
@olima @flopo Thank you for the kind words! So glad you enjoyed it and took the time to say something nice :D
@leorid Thanks a lot for playing the game so thoroughly. I'm glad you had a good time. I think you make a great suggestion. We did consider make a second half to the game where you steal the crystal, now the future timelines are all altered, and you have to escape with the crystal while jumping through the new timelines. Turns out that was way too ambitious and we could only manage a blackout as soon as you reach the crystal.
@threeli Thank you for playing and rating our game! I hope you enjoyed your time in our world. We are learning a lot about UI/UX from all the feedback we are receiving. We definitely could have tweaked things to make them more user friendly, but I think we ran out of time before we could iterate and polish the end product. As for continuing development, we are just three friends and grad students who worked on this game from passion, so maybe if there is really a ton of interest? Haha thanks for asking such a nice question!
@wheybags Thank you so much for the playthrough and all the valuable feedback! I especially enjoyed your insight into having a button just for feedback and to let the player know an interaction has taken place, like pressing "F" at the small crystal and the dead body. The UI is definitely something we will have to improve on. The time limits were supposed to help make the puzzles more interesting with time pressure, but do seem to hamper exploration for most players. Finally, it was so funny when you fell through the world the first time. I guess we made the land uneven and that led to a time travel under the main plane. Once again, thanks for playing and the very valuable feedback!
@andrewkennedy Thanks for playing the game and your feedback. We didn't realize how small the buttons would be on 4k! That is something to work on definitely. We did struggle with making the puzzles more intuitive but now have so much good feedback on things we could have done better. Next time we'll probably try to guide the player and highlight interact-able objects in some manner. Maybe even color the really out of bounds places differently.
@elsombrero Thanks a lot!
@ar-borno Thanks a lot for your kind comments! We did spend a lot of time on graphics and world building so its great that is paid off somewhat. :D
@coleslaughter @meta-link @ruddiculous @togis Thanks a lot for your kind comments and feedback guys! And apologies for the very delayed response on our end. We are definitely learning a lot and seeing a lot of things we could not have observed on our own. I am glad that each of you had a positive overall experience with the design :D
That was a lovely game! I enjoyed the graphics a lot and the turn based puzzles were right up my alley. I did get stuck a lot once the levels started getting more open, however, I guess that was intentional to some extend. As a lot of other commenters have mentioned, figuring out the relation with the bubbles is not the most intuitive. For example, I had trouble figuring out whether I could dig and drop behind me five tiles before I ran out of air, or six. It would have been good to clarify somehow the exact point at which you lose a bubble, letting players calculate this very easily. Otherwise, I had a great time with it! :D P.S. - Another intuitive mechanic that I thought would be fun if you continue development: Pockets of air could partially refill your oxygen tank when you first run into them, while the ladder is an infinite source of air. However, this would probably require color coding pockets of air you haven't yet run into v/s those you have run into. So I guess this isn't very feasible for a jam game haha.
Man there were some good puzzles in that game. I enjoyed it quite a bit! For some feedback, I did get stuck in places and maybe found some of the puzzles a tad long and similar. Furthermore, I misunderstood the undo button and pressed it repeatedly per action before realizing I could long press to quickly reset the entire level. I guess a level reset might have been useful. Good job either way!
Great effort! It's pretty awesome for a first Ludum Dare :D While I enjoyed the ambience and the fluid controls, I was a bit caught by the darkness a couple of times and the attacks didn't work as I thought they would. I think a cool feature to improve the game a lot would be some kind of "Save" function after each puzzle. That would be perfect to just retry again and again. Either way, fun attempt!
That was a very fun little game! I love how clear the puzzles are and the idea of recursion always tickles a fun part of my brain. Great execution on a cool concept. This would definitely make a great abstract game if expanded! :D
A very fun little game. I especially loved the little touch with the message in a bottle. I agree with some previous comments that said that it got a bit repetitive and long with the longer dives. I believe that a change in the ocean art or speed boosts etc. would change those things up. However, I also understand that those things are hard to implement in a jam game haha.
That was a pretty great game with really fun graphics, theming and storytelling. For some feedback, I did find that the dialogues were a bit too intrusive, even though they contributed quite a bit to storytelling and immersion. I guess the issue was that I had to restart very often because I found it difficult to manage air and temperature... and each time I would have to go through the dialogues again. Beyond that, once again, great execution!
That was a very lovely game with neat puzzles, great immersive theme and time travel! Most of the puzzles were very challenging for me but I love the clean, intuitive UI and the art style. Makes sense that you guys had three dedicated artists, it definitely reflects in the quality of the end product. Great job overall :D
That was a pretty cool game! I enjoyed the mechanic and found the puzzles to be interesting. However, I do think that the controls could be more fluid which would have made the fun factor go up a lot. I do not have any idea of how to make them more fluid, but this is based on what I felt while playing :) Good job overall!
That was a beautiful game. Seemed to capture the theme with a lot of sensitivity and great artwork. I did find it quite challenging and couldn't progress beyond a point, but I enjoyed what I did play. With continued development and slightly improved responsiveness of controls, this could be a great full game!