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Kaya Games

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202250Delay the inevitable👥Corrupted Cavernsjam8513.423.183.053.713.763.632.423.39

Performance over time

overall score (left axis) percentile (right axis)

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Comments by Kaya Games

LD50 — Delay the inevitable

CinderWoods by kirypto 2022-04-09T19:59:07Z

funny death sound, nice movement, simple but fun gameplay loop

would be nice to have a tutorial before im thrown in i need my handholding

i feel like the game is too hard right off the bat (im very bad at this game if you couldnt tell lol)

walk animations and some effects when collecting would be nice but i understand that that's hard to do in 72 hours it also feels like the grid isnt necessary and kind of takes away from the graphics

placing barriers where you want to is a bit challenging

verdict: some polishing & balancing tweaks and this could be an excellent mobile game :D

Corrupted Caverns by Kaya Games 2022-04-21T14:41:09Z

@evan-minto There can be a few reasons for that. You can't place or mine when your inventory is open, left click is supposed to mine the nearest block, and right clicking only works if you're holding something and there is no block or entity there (including the player). Also make sure you're not trying to drag and drop as a lot of people assumed that's how things are placed. We'll hopefully have something a bit clearer and more intuitive in a post jam version. Hopefully that clears it up!

Corrupted Caverns by Kaya Games 2022-04-21T14:49:45Z

@evan-minto It's also possible that if you're on mac or linux that those versions are broken since we never tested them

Mr. Second by Marvis 2022-04-12T23:52:18Z

This game is very impressive for such a short game jam! The visuals are great, and the rewind mechanic is interesting and unique. However, I had a few minor annoyances while playing.

- The music is fine but quite repetitive, which gets annoying after a bit of time, and the sound effects, such as the gear collecting sound, could use some improvement (Jonas Tyroller has an excellent video on sound effects btw).

- The player hitbox is far too wide, which can feel a bit weird to control. In my opinion, it only needs to be about as wide as the gear that the player character wheels around on.

- There is no que for the player before rewinds, and I easily forgot about the hourglass while I was focused on playing. Some sort of visual or auditory indicator that the rewind is about to happen would be great.

- Causing the player to lose all their gears on death felt a bit too punishing to me, given that the game is already quite difficult. Not saying it has to be changed, but maybe consider doing something similar to the strawberries in Celeste, where the gears would be permanently collected once the player hits the ground.

- I really appreciate that this game has controller support, however, having jump mapped to Y felt like an odd decision, since every game I know that has jumping uses A.

- This one's a matter of personal preference, but I think the game could be a bit more zoomed out.

- It's too difficult to jump over enemies and those grabby things. I would recommend either making them smaller or the jump height taller.

- Finally, I think 3.5 seconds might be too short a time for the rewinding and can get quite frustrating. There are many different approaches to fixing this: the obvious, increasing the rewind time; letting the player delay the rewind time through some action such as collecting a certain item (this one fits the jam theme quite well, too); allowing the player to start the timer, and they rewind back to where they started the timer; and probably others I can't think of.

Overall, a great game and I hope you continue working on it!

Magma Climb by Aldebaram 2022-04-13T06:08:16Z

Great game, really nice job! It's awesome that you even have random generation. Here are a few tips to take your game to the next level (keep in mind that these are just suggestions):

- When the player presses jump, start a timer that goes on for roughly a tenth of a second (you should experiment with different values though) during which time the player is checking if they can jump. Basically, this means that the player will still jump even if they hit the jump button a frame or two too early, kind of similar to cayote time (which I noticed this game has, props to you!) - When the player releases jump, if they're still going up, cut their vertical velocity in half. This'll let the player control jump height by holding jump for a shorter or longer time. - A bit of acceleration and damping can make the controls feel better, however if you want to keep things simple, a simple lerp to the horizontal velocity works just fine! - Try experimenting with different player speeds. I felt that the player character could be a bit faster, but this is just a matter of personal preference.

Hope to see you continue this!