a nice place by netmute 2020-10-08T18:56:28Z
This was such a pleasant experience. I have nothing to add, carry on!
Foon → Ludum Dare Explorer → Users → BroReNata
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Codebusters | jam | 219 | 3.96 | 4.07 | 4.00 | 3.70 | 3.55 | 4.03 | 3.53 |
This was such a pleasant experience. I have nothing to add, carry on!
Would have preferred if there was some way to accelerate backwards (maybe just holding right arrow key) and some mechanism to be able to gain health. Otherwise, found it enjoyable!
Nice concept, felt smooth to play, great sound and visuals! Main issue I had was with the screenshake like others have said. Also not necessarily a bad thing, but there were enough health pickups where making short loops and intentionally crashing into enemies was a viable strategy for the first 10 levels.
So on initial playthrough I really liked the pixel art and the atmosphere set up with the music. Felt like a pixilated escape room. Unfortunately the longer I played, the less enjoyable it became, for a variety of reasons (note for some spoilers for those who haven't played):
- The polish took a hit when objects were destroyed but some of the pixels were leftover and the collision box remained. Also some sound effects were out of place (clock making a water noise) and some of the interactions were off (if looking at the drawer from the side, interacting gave me text for the window) - Having to interact with the same object multiple times is not intuitive for players. All the text for the closet should have been together. - The poor English, which is understandable when it is a secondary language, really takes away from the immersion. In a game like this that is very narrative/text heavy, this is can really impact the player experience. - The solution for the true ending just was not intuitive. I eventually got it but only by dumb luck as opposed to having an "a-ha" moment. Maybe I missed a clue or something, but I was pretty thorough and even after completing it was unsure how I was supposed to arrive at that solution with the clues given
Sorry for the wall of text. And I hope this doesn't seem harsh, it wasn't meant to be! I do think it is a good jam game. Just a lot of things that I think are very fixable and would improve the game as a whole. And things to consider if you make similar style games in the future!
Great visuals! Would have liked a line of dialogue or some indication at the begninning that you need to die in order to advance, but otherwise really well done
Smooth gameplay, enjoyed the music. Would introduce the meteor sooner, and as someone else mentioned jumping with the arrow key doesn't go as high.
This is phenomenal! Love the concept, controls were really tight, difficulty was just enough to make it fun but not unfair.
Platforming mechanics are good. Not having any sound really hurts the mood. Not to mention having sound can be helpful in indicating whether or not an enemy has been hit.
Really liked the music! Took me a while to get a hang of the controls and some stuff (like how I could shoot the boxes) was not obvious from the start, but enjoyed it more once I got the hang of things. Similar feedback to what other people have mentioned, larger projectiles and better UI particularly for tracking ammo.
Interesting concept. Loved the particle effects. Main points of feedback: character shouldn't stick to walls/platforms, the jump seemed like it would glitch and go a lot higher than intended sometimes, and make the main player a different color from the clones so it is easier to identify which character you're controlling.
Was enjoying it until the game crashed. Think from a design perspective it might be better to have a faster conveyer belt and/or design the room so that you are in the middle with customers on either side. That way you can can have two belt access points.
Would be far better if movement was tile based.
Visuals and music were phenomenal, really set the mood well. Character animation was really good. I think gameplay wise it's prone to getting dull from repetition. Also O2 never really felt like a resource I had to actually manage since it only went down the 2 or 3 times there was a leak.
Loved it, great mechanic and platforming was very smooth. Only nitpick I had was that the character wouldn't turn some corners unless I jumped, but other than that really well done!
This jam was also my first time making a game, so I can relate to underestimating how long something would take. As far as feedback for what you currently have, here are my main suggestions:
- the collisions feel off, and I don't know whether it was intended but sometimes I would just stick to the wall and then be able to perform another jump - the jump animation continued for a few seconds after landing - add some background music and sound for jumps - think the player needs some sort of prompt of what they are supposed to be doing. Didn't know what my objective was until I saw the door after aimlessly jumping around for a few minutes
Nice, simple design. Core mechanic is well executed. Main points of feedback I have:
- larger font on the 'how to play' menu - some background music for the actual game, not just main menu - it might be beneficial to have a narrower range of projectile speeds, the fastest ones felt a little unfair and like blocking was mostly luck as opposed to reacting in time - I noticed there did not seem to be any projectile from directly above or below. Think it would be good to add for variety sake but also because more spawn points helps spread things out. Having projectiles only from the left or right essentially guarantees you have to take damage once your shield is less than 2/3
Ending made me laugh more than it probably should've. Nice work!
This is probably my favorite use of the theme thus far. The aesthetics and polish is amazing for a jam timeframe. Looks like it could be released on mobile tomorrow. My only nitpicks/suggestions: go down on the acceleration just a touch, and I don't know if it would help orient players, but maybe have a small stretch color on either side of the player to inidicate what direction they will go in with what key (so right key goes toward red side, left key towards blue, for example)
But honestly overall one of the best of the jam I've played so far. Great work! (Also please teach me your itch page making ways)
Love what you did with the theme. Second half of the puzzles were really challenging. Only suggestion I have is some background music might've been nice.