Foon → Ludum Dare Explorer → Users → hayfield
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2011 | 21 | Escape | Ballin' Basement | compo | 244 | 2.88 | 2.56 | 3.40 | 2.28 | 3.08 | 2.38 | 1.23 | 1.71 | 10 |
Very clever.
When you land you seem to slide a block in whatever direction you were moving in (unless you're pressing to move the other way), making it hard to accurately land on the smaller platforms.
I like the graphics and that when you die you don't have to start from the beginning again.
It would benefit from some sound and the mouse sensitivity seems a bit low.
Extremely fun and well written, although it would be nice to be able to speed up the chat messages.
I love the lighting and can see the similarities with The Witness.
The first moving platform moves back and forth a bit fast and the movement of the spinning plates makes jumping a bit awkward, but other than that it's very enjoyable. :D
A fun idea that looks and feels very solid.
It would be helpful if you could see the layout of deactivated robots' rooms before activating them so there isn't a need to remember exact positions from previous attempts.
The anti buttonspamming measures are interesting.
Once the key has been obtained, clicking on the lock doesn't seem to always work.
It's hard, but once you get the hang of it controlling the two ships at once is very enjoyable.
I love the look and feel of the game, though can't work out what the 'recall walls' thing does.
It would be easier if the flashlight toggle was on 'F' rather than 'L' so it's nearer to WASD. Some sort of music that fits with the visuals would also be a good addition.
Changing the direction of gravity to move is an interesting concept.
On the second level, if you only press up and down (or left and right) you'll end up slightly off-centre at the end and miss the hole, making the controls feel a bit loose.
Having reached the hole, the knockback upon hitting the slanted edges makes it near impossible to get through unless you arrive perfectly.
Thanks for all the comments so far.
"I found it kind of hard!"
It's supposed to be hard! I do think, however, that it ended up a bit harder than it should have done - room 5 in particular is rather terribly balanced, while a couple of others are harder than I'd have liked to stop it being possible to pass through while simply rotating the world to a particular angle and leaving it there.
"Also music might be nice"
Totally agree.
"It felt like everything was rotating around the center of the screen (rather than just gravity changing directions)."
Because that's what's happening.
Love the ideas in this game, although the scrolling text is a bit slow.