Monster Girl Chaos: Hollow Apple by FireSlash 2018-08-20T01:15:51Z
@belowparallel-ian We made everything except the music, that was under the creative commons license IIRC.
Foon → Ludum Dare Explorer → Users → Boxman
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | Carpathian Goodbye | jam | 491 | 3.48 | 3.25 | 3.14 | 4.01 | 3.86 | 2.64 | 3.71 | |
| 2021 | 48 | Deeper and deeper | 👥 | Excavatorade - A game about digging | jam | 1350 | 3.26 | 3.21 | 2.44 | 3.55 | 3.42 | 2.94 | 2.50 | 3.05 |
| 2018 | 42 | Running out of space | 👥 | Monster Girl Chaos: Hollow Apple | jam | 305 | 3.66 | 3.39 | 2.71 | 2.37 | 4.28 | 3.17 | 3.53 |
@belowparallel-ian We made everything except the music, that was under the creative commons license IIRC.
This was legitimately impressive, getting a game with this kind of polish out for the kind of time frame Ludum Dare gives you. Controls feel very responsive, jump arcs are sharp and precise and the closing walls made even the vertical-scrolling level feel unique and fun. The only issues I have with it are, a specific bug and one or two less than fair sections. The bug is that on the vertical scrolling level, while the walls are moving, sometimes wall jumping would send you straight up, rather than in an arc off the wall, which obviously made it far more difficult than it needed to be. The less than fair stuff is parts where you need to set the walls to a certain width before you start a jump section, it's often a coin flip what state they need to be in and it feels like you're almost guaranteed to die a few times figuring it out. That being said, respawn time is so low that it's far more a nitpick than a real major issue, unless you plan for any marathon levels if you plan to make this a full release at asome point, which you should. Looking forward to everything you make in the future, and thanks for the great game!
I wasn't expecting the twist! I cant say the game was particularly mechanically interesting, but it was a pretty unique take on the theme.
Thank you very much for the kind comments, everyone! In all likelihood, we're going to be refining this a lot relatively soon, a lot was left on the cutting room floor, and level design was very much a last minute rush job, so we're looking to improve those aspects specifically. Your feedback's been very helpful.