Backspace Bouken by Jake White 2018-08-14T15:31:23Z
@triplefox This is very fair. If we do more work on this, I'm definitely going to keep this comment in mind. Thanks for the feedback!
Foon → Ludum Dare Explorer → Users → pichuscute0
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Bloom | jam | 5.00 | 4.90 | 4.00 | 5.00 | |||||
| 2021 | 48 | Deeper and deeper | 👥 | F.R.I.E.N.D. | jam | 383 | 3.84 | 3.26 | 3.10 | 3.92 | 4.23 | 3.76 | 2.47 | 4.15 |
| 2020 | 47 | Stuck in a loop | 👥 | All A Board | jam | 573 | 3.65 | 3.40 | 3.36 | 3.90 | 4.15 | 3.82 | 3.12 | 3.51 |
| 2020 | 46 | Keep it alive | 👥 | Die-Alect | jam | 259 | 3.95 | 3.29 | 4.18 | 4.18 | 4.50 | 4.25 | 3.59 | 4.27 |
| 2019 | 45 | Start with nothing | 👥 | The Pond is Bigger Than He Look | jam | 218 | 3.81 | 3.89 | 3.91 | 2.37 | 4.29 | 4.16 | 3.18 | 4.09 |
| 2018 | 42 | Running out of space | 👥 | Backspace Bouken | jam | 52 | 4.06 | 3.98 | 4.00 | 3.90 | 4.23 | 4.01 | 4.03 | 4.00 |
@triplefox This is very fair. If we do more work on this, I'm definitely going to keep this comment in mind. Thanks for the feedback!
@camcam Glad you enjoyed the graphics and music. Sorry we forgot to mention the controls on the page. We'll update to reflect that. We kind of assumed some fluency within dungeon crawlers when we probably shouldn't have lol.
@larryseinfeld Thank you so much! Happy to hear you enjoyed it so much (and noticed that dungeon music, which I'm especially proud of haha)! Hope you might be willing to follow our future work, as this may have been a positive enough experience for us to make this a bigger and cooler thing!
Not bad! What art is here is simple, but it looks pretty clean and does the job. The animation (which is solid in general) on it definitely helps make movement feel decent, too. I do think the concept may have been a bit too simple, though. There's not a whole lot to it, so it doesn't have a lot of staying power.
This was quite nice! I especially like the atmosphere of the game and the extremely polished VFX! I got to the boss, but then I died. There was a time from around 500-1000 complexity where I felt the game was getting a little bit too grindy and I thought I was lost, but it turned out the level was designed well enough that I happened into wherever I needed to go from just wandering. And the shooting power up you find is very satisfying!
Great job!
I liked the art style, so I gave this one a go.
It took me a long time to find the gun. I ended up leaving the map by jumping outside before finding the gun, so when I went back inside to look for it again, all the enemies attacked me. Maybe it was hidden a bit too well. Also, while outside, I noticed a ship I could walk through and some orange platforms in a building without a texture.
When I got the gun, enemies took far too many hits to kill (like 5 too many at least) and the gun shot way too fast to make it possible to conserve ammo. I think a really deliberate single ammo shot with a lot of firepower would have been ideal for this type of design.
Still was fun enough for the time I played and had some decent old school atmosphere, so good job!
Not bad! The slime is pretty cute and it's my kind of game. That said, I did find the very slow camera lerping to cause problems with being able to see where I was going and move around properly. It meant that sometimes enemies could attack me before I could see them. Good luck getting to 20 ratings!
Very pretty pixel art and solid music. The game's controls are snappy and feel pretty good to control. I did struggle to get the first cloud to come all the way down to the bottom so I could bounce on it and I ran into lag (browser version) every so often that would mess with the gameplay. Otherwise, not bad.
@Bamallama - We'll add a how to play description to help clear it up a bit.
@SuperGamersGames - Thanks! It's a score chasing game ultimately. Just try to last for as many days as you can. We'll add a how to play description to help clear that up.
Thanks for playing guys!
@patrickjr Yup, the quicker you type, the better the characters will communicate.
@justcamh That comment is extremely useful, thanks! I figured the stress of a time system may end up hurting information communication, but we unfortunately didn't quite have time to address it. The game just barely got functional in time for the end of the jam and we'd never made any game anywhere close to this before, lol.
To answer some of your questions, your goal is to keep your dying language alive. You do that by having some characters in buildings and then the rest outside and then having them interact to increase each character's proficiency. I believe the game ends once every character's proficiency decreases to below 50% (as in they are using another language more than the dying one iirc). This probably isn't the ideal end state and definitely isn't made very clear, but it's all we got done in time.
If/when we clean up this game a bit, this comment is going to be super helpful, so we seriously appreciate it. :)
Really like the graphics and the songs sound solid too! The first time I booted up the game, I ran into some bug that prevented the music from playing which made it a little confusing lol. But I refreshed and it fixed it. I did struggle to press space to the beat, so I die pretty quick.
Neat little game! I like the art style and the perspective you've got going on. The controls also feel relatively good to me, although the platforms may be just a tad too small/exact. The sound was mostly good, but there was some loud sound effect playing often (from something off-screen?) that was a bit loud and repetitive. Good luck finishing up fixing it!
Extremely polished and well done. It is very hard, but is also very addicting.
Only two things really bother me. First, there's no real telling when enemies will enter the loop, which can become annoying when there are a lot of enemies both inside and outside. The other issue was just that it can be difficult to tell which arrow key will go which direction depending on where you are. I felt that the controls on the outside of the loop are often reversed to what I'd expect, which confused me. I have no idea what the solution to that would actually be, though, and might be outside of the scope of a jam.
But generally, this is pretty easily one of the best jam games I've played!
The movement and throwing felt pretty stiff, like it was snapping to a grid or something weird. I disliked that you needed to press a button to put the diamond into hole when you seemed to auto-attack enemies. It also seemed like something the diamond would be dropped immediately from the same button press as when you pick it up, causing some frustration. And finally, I wasn't actually able to get my controller to work, which was a shame.
I did quite like the art and the game generally seemed good otherwise. I ended up stopping at a level that seemed to involve throwing the diamond through a hole that looked to be a bit too precise for this game's controls.
I found myself wishing there was a bit more to play and that you went a little farther with the mechanics, but I really enjoyed the time I spent with it. That's probably one of the best things a game jam game can do, so I'd say you nailed it. Really liked the overall presentation too. It enhanced everything quite nicely.
Good take on the theme for sure. I have to agree that having a way to tighten the rope would have been really fun. I was warned that the game was laggy in browser and it was, but I still got to the boss just fine.
I dig the style here. The drifting feels nice, especially when you get speed upgraded. Unfortunately, the enemies sort of get in the way of what is probably the fun here. I'd have liked to see more level design to encourage the drifting and going fast instead of inhibiting it, but otherwise, great job here!
Very much appreciate the character art and the 3D level polish. The attack doesn't feel the greatest, but it's still works really well. Great job!
@steambrain All the enemies are just one hit to kill (other than the final one technically, but it's still the same idea there). All the enemies in an uncompleted loop do reset every time you go around, though (at the signs with the purple rewind icon).
Nothing too out there to make the level loop like this, but this is easily the best iteration of that idea I've seen so far. There's a ton of content here and it's all really well done. The graphics and sound are all pretty much perfect as far as I'm concerned and the gameplay feels fantastic to control. I especially love how the sword swing stops you a bit when you're in the air.
I really liked the art & sound here. It's pretty cute. Unfortunately, I'm a bit of a dummy and didn't really understand the level switching mechanic. ><
Quite liked this. It's a bit slower than I originally expected, but it's actually a pretty great time once you get readjusted. For a game jam, this seems pretty ambitious, at least on the art and sound front, and I can easily see how you could expand this into a bigger game.
Once there were 3 robots in the mix, it got to be a bit much for me, since the robots felt a little bit difficult to move around. The camera also didn't quite feel ideal for a game like this, making it difficult to grasp the puzzle at times, but works well otherwise. The art looks fantastic and the design is otherwise very well done. The music feels a bit like a mismatch to me, but that's just personal preference in the end.
Great job overall!
This is extremely well done. The puzzles are what I'd expect out of a completed retail game tbh. The design work is gorgeous, music is good, concept is interesting, and it's very polished. If I were you, I'd consider working on it a bit more and then releasing it.
One thing I did notice: if you go back into a level you've already done (like I did on accident lol), it resets your collectibles progress on it. But that's the only weird thing I noticed while playing.
Not a huge fan of the controls here to be honest. They feel a bit laggy, with the wall jump & setting loops being especially weird, and the controller support doesn't seem to work properly. I really enjoyed the visual art and especially the character, but the sound is a serious mismatch and the music is a tad annoying. I think this one could've been great with a bit more time in the oven, but great effort nonetheless!
I really enjoyed this honestly. It's a simple idea, but I like the idea of past lap ghosts becoming obstacles in future laps. It's a bit unfortunate there's nothing much else to work towards, but that is the nature of game jams. Also, as a side note, I much prefer the music you guys did to the stuff that comes after. It fits significantly better. The graphics all look great, though.
Quite a nice looking and playing game, with a ton of content too. I've got only a couple small criticisms. First, the levels feel to generally claustrophobic for how fun it seems like it'd be to go really fast (especially with your fancy camera tilting). Next, the character feels really stiff without animation, although obviously in a game jam you can only do so much. And finally, the cranks were a bit difficult to turn in the levels because of the somewhat cramped nature of them.
Generally, this is a fantastic job. Congrats!
I quite liked how this looks. Unfortunately, the jumping from the edges of the cube to some of the platforms inside isn't very intuitive, which sort of breaks the gameplay. The spikes being the same color as the platforms also makes them pretty difficult to see. So I ended up quitting pretty quickly. you might have something pretty cool here if those things were fixed, though!
It looks great, but the gameplay felt really broken to me? The drifting didn't really feel much like it was doing anything and the acceleration equally didn't feel like it was working properly. I also got a windows crash message before the title screen, which was odd.
Felt a tad too HP spongey for my taste, but I do appreciate what was done here. The art is also quite good, too.
Really, REALLY liked this idea. I have a couple nitpicks, but this is really well implemented overall.
The drum sounds do feel like they have a bit of a delay to them at the starts of the audio files, which is slightly off-putting, but it doesn't actually matter in the game. I can also see just spamming notes being the ideal win scenario here, so it's nice that you limited how many of what you can place. It does still mean you need to place the maximum allowed to be optimal, though.
I'd really like to see this made into a full game, especially with a progression system of some kind to help fix some of that. Inventive idea overall that I think you guys did a great job on.
I really like the art here. Wish it was more of a game, but good job nonetheless.
Not sure I quite understood what was going on here. The graphics are looking nice, but the music is a bit annoying. I liked the feedback of the shooting, but I was much less a fan of the jumping physics and that you could fall down hills. Overall, it felt a tad sloppy, but I do appreciate what was done here nonetheless.
LOVE the art and concept here. It's got a lot of charm. Going fast is always stupid fun and this has all the pieces necessary for that to still be true. Great job!
The physics make platforming very difficult. While I understand speed is needed for something like this, the slow down after you stop pressing the button means you fall off platforms very often. You also keep jumping repeatedly if you hold down the jump button, which is another major problem for a platformer. Otherwise, I especially enjoyed the background art here. Being able to see that meteor in the distance was both really cool and really striking.
Great experience! Love the music, art, and minigames. I'm especially a fan of the character art, which is in an art style I'm particularly fond of.
If I could offer some critique, the last minigame where you meant to remember something was confusing to me. I'm unsure if I ran into a glitch or not, but all I saw was red liquid in a bowl and then 3 different colored bowls appeared and I had to fill the big one? I ended up just randomly dragging and dropping the bowls until I completed the minigame, but it seemed like maybe I was supposed to see something that didn't show up. Also, while I appreciate the attempt, I can't say I'm a fan of the voice acting. I feel a story like this is much better told through text, especially when you're dealing with a jam, because voice acting of the quality needed for narrative is likely not going to be possible for something like a game jam. Finally, I don't know if the game was meant to end here or not, but I did seem to be softlocked after the voiced dialogue with the mom. It does make sense for the game to have ended here, though.
Overall, I really enjoyed the game and thought the concept was both unique and interesting. The art and sound really elevate the experience, too, and make it especially enjoyable. Great work!
@emily-pitcher Just to follow up, I think I may have encountered a visual glitch then. I only was briefly shown the red color, but didn't ever see anything else. Not a big deal or anything on my end, but might be something worth noting for you guys. ^^
Not bad! I particularly like the art style. This looks quite nice. The concept here is great and the sense of speed you get when you really start going is awesome. The game's mechanics are also easy to understand and have a fun arcade-ness to them. Overall, I think you succeeded!
That said, as far as some critique goes, I did find the sound to be a bit on the annoying side (particularly the music at the start). Similarly, I wasn't a huge fan of having miners show up right next to obstacles you need to lower your head to dodge, because it can be difficult to multitask (slow down/speed up, pick up miner, duck) when your first learning the mechanics. Finally, I also found the draw distance to be a tad too shallow for my taste, although that will probably differ from person to person.
In any case, great job!
A little bit confused on the goal of this one, I won't lie. It seems you fall at the ends of hallways, but as the art style (which is fantastic!) makes it difficult to tell if you're at the end or not, you can't really stop until it's too late. I don't know if there's more to the game if I do better or not, but I did get to a location that showed the title screen, which looked like the end. Considering how good this looks and sounds, I do kind of wish a bit more was going on.
In any case, great work on what was here. I didn't run into any issues or anything, either.