Pen's Elope by Frank Boivin 2019-10-07T01:33:15Z
I don't know what to do in this game. How do you play it?
Foon → Ludum Dare Explorer → Users → Plazmaz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | 👥 | Unlock Hero | jam | 364 | 3.62 | 3.68 | 3.45 | 4.23 | 3.33 | 2.75 | 3.07 |
I don't know what to do in this game. How do you play it?
Wow, just spent like an hour playing this. Super addictive. One thing is the sound is just a constant humm, so it would probably benefit from some music.
Getting an error on the page and a black screen: ``` Guy.js:198 Uncaught ReferenceError: HitBox is not defined at Player.hitboxCollide (Guy.js:198) at Player.update (Guy.js:45) at main.js:76 at Array.forEach (
Really big fan!
Really great aesthetic, sound, and mood.
Feeling the snake vibes from this.
I wish there was a way to sprint or a ranged attack, but other than that, really fun!
Really good! I miss the FF button of some tower defense games though.
I love the concept! It would be helpful if you mentioned Enter in the controls, as it took me a bit to figure out how to move between areas.
Love the graphics, fun gameplay and unique aesthetic! By the way, the source code link is not set to public.
As others here have said, it looks like the windows version is broken :/ Crash output:
Application folder: C:/Users/User/Desktop/Game There should be 'Project Name_Data' folder next to the executable
It's an interesting mechanic, but I didn't really notice much gameplay, and the goal was unclear. Additionally, I wasn't sure how it fits into the theme of the jam. I liked the mechanic of the broken broom, not-quite-double jump, but I think there needs to be more gameplay and objectives to keep players engaged. It's possible I'm missing something, but it didn't hold my interest long enough to get to that thing.
It seems interesting, a few pieces of feedback: 1. Displaying the text onscreen would be helpful 2. Ignoring newline/whitespace would be nice 3. I like the music and gradually increasing image. I think it could be cool if you didn't require people to look at Romeo and Juliet outside of the game
Wow, this is great. Really hard, and could use some music or less repetitive audio, but really well done.
You can tell it was made in 25 minutes.
Super frustrating/difficult, but really good.
Nice! The character reminds me of andre the giant. Princess-Bride-Andre-the-Giant-1.jpg
The beginning felt like a different game, but outside of that being somewhat confusing at first, I absolutely loved the design, execution, and art style!
Yeah, you can tell you weren't able to get everything you wanted in there. It's a cool start though, the level layouts remind me a lot of earlier FPS games like doom
Good, but the screenshake every jump or whenever hitting the side of something is a bit overkill.
Graphics/audio were pretty good. It's been a while since I played a memory puzzle. I actually wasn't able to complete the last ask within the timer, even with my mouse sensitivity on the highest setting. I didn't really get how the minigames related to the theme/overall concept of the game.
Great art, fun mechanics!
I think it's really cool that you've written your own engine, but the controls could use some work here. It feels like there's some input delay (maybe a few hundred ms) that makes it feel pretty sluggish. It could also just be that the player takes a while to speed up/slow down.
@NachtWitch @kyle3wynn I appreciate the feedback on the level design! That aspect of the game definitely needed some work and was kinda half-baked. Thanks!
@davidsheadgames that's awesome! I've updated the description with the levels for unlocks.
@fictions Thanks! I played your game yesterday and definitely saw some similarities. I'm happy we both took unique spins on the approach.
@dk5000p @stefanie-leitch thanks for the feedback. The player jump height was actually due to an issue with the gravity we had set. I've fixed that bug and it should feel a little less floaty/insane now.
@kunonooni Thanks so much! I think one of the beautiful parts about indie games is they often fall somewhere in between genres. I would place Unlock hero Somewhere between tycoon games and wave suvrival games. The unlocks took a lot of tweaking to get set up, and I'm happy that work showed in the final version. I definitely want to play more with the concept in the future!
@mungo Thanks for the feedback! Yeah, there was some weird bugs with the collision system we were using and the velocity when hitting platforms (jumping -> htting the platforms slows your velocity for some reason). This is a bug and something we identified but didn't get a chance to fix during the event.
@keppu Thanks for the feedback! I think what you're feeling early on is that the fist you use has less knockback and range than the stick weapon, which you unlock a little bit in to the game. There is a visual component to this, although it may be too subtle. I appreciate the suggestion around the core game loop, and yes, the game starting as gray is intentionally meant to be visually different from the rest of the game. I do like the idea of visual feedback on player damage, and it's something I hadn't considered. Thanks for playing, and I appreciate the suggestions.
@boxedmeatrevolution @the-osk Really happy to hear you guys enjoyed the game. Thanks for taking the time to check it out.
@weeping-rupee No problem. Thanks for playing, and thanks for the video!
Thanks for the feedback! For control floatiness and buggy platforms, these are things we were aware of but didn't have time to fix. It was not how that part of the game was meant to feel.
@marcin-j I appreciate the feedback on the basic ground tiles for the first stage. I agree with you, it's hard to control the character without a good frame of reference.
@empty-set Thanks for the comment on the gameplay being past 250 not being super fun. I think one of the things we would do if we were to expand this into a full game would be either looping around some unlocks (more regen, more hp increases over time, each music track unlocking independently, etc) as well as focus on a more interesting core mechanic (different weapons, upgrading those weapons, more enemies, occasional wave bosses, etc).
Happy you guys liked the other aspects of the game, and I really appreciate the feedback on the parts that needed some improvement!
Really nice looking, unique concept, kinda repetitive audio, and the gameplay is a bit slow.
It's an interesting concept, albeit a little weird. It would be nice if the people who you're stealing hair from didn't move so quickly
Work in security, can confirm experience of mistyping password multiple times checks out.
So at first I was a little disappointed with the graphics, but then I stole something, and heard that fantastic "mreow" that happens on each pickup and knew I was in for a good run. I played through, got all the things, and was happily surprised with the final payoff of a suprisingly deep ending. Good stuff.
Engaging, relatively mellow, and well thought-out. I really liked it.
Interesxting take on the theme for sure!
Really unique idea, good mechanics, but could use a little more polish. I think it'd be a lot clearer if you showed the attacks as combos, vs single notes. It took a lot of looking to figure out how to play it. I really like the additions to music over time