Ravine Rescue by quin 2017-07-31T11:10:05Z
The links aren't showing up, so https://www.dropbox.com/s/jajql31l5jfjr31/LD39-RavineRescue.zip?dl=0
Foon → Ludum Dare Explorer → Users → quin
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | Slap the King | compo | 346 | 3.19 | 2.97 | 2.47 | 2.65 | 2.81 | 3.47 | 3.23 | ||
| 2017 | 39 | Running out of Power | Ravine Rescue | compo | 3.00 | 3.00 | 3.00 | 1.00 | 2.00 | 2.00 | 3.00 |
The links aren't showing up, so https://www.dropbox.com/s/jajql31l5jfjr31/LD39-RavineRescue.zip?dl=0
Definitely has some Katamari vibes that I'm not complaining about.
Not sure if this intentional but you can release cubes mid-rotation and they become stuck at that angle.
Having to wait a moment before you can connect to adjacent cubes keeps the game from feeling as smooth as it could be.
Sticking to the wall makes the platforming quite difficult.
This was my favorite screensaver of all time growing up, so the nostalgia hit is real.
Sticking to the walls makes navigating tight spaces difficult.
known issues- text is fuzzy. no inventory display. no sound effects.
never done a tilebased unity game before, learned a lot. overall had a good time, but I think I will stick to procedural content in the future.
timer doesn't get reset unless you actually reload the page
@purpoappo I'm much happier with the character sprites than the backgrounds.
@flying-dog-fish I didn't have a chance to go back and make a closed door sprite, which should explain most of your confusion
@misterkeefe still wrestling with Unity's 2d physics.
@aileron I didn't play Dink Smallwood, but remember seeing ads for it. And the whole game came from wanting to play with this "loading a save doesn't affect the player" mechanic.
Gets stuck on a black screen when it loads.
I love the concept and while the graphics are simple, they do the job.
The audio provides solid feedback but gets repetitive. More variety or at least reducing the sharpness could help.
The increase in puzzle complexity could probably benefit from some balancing.
The controls becoming more sluggish when you have more unused cubes takes some getting used to, and I'm not sure I see how it improves the game.
For jumping, a fairly common feature is that if jump is released and pressed again before landing, it is treated as a new jump upon landing. This would improve the feel of the controls somewhat.
With some post-LD polish this could be a fun diversion in the vein of The Impossible Game.
Also I recommend the (currently preview) Pixel Perfect Camera package in Unity, this will avoid the occasional tearing on the tilemap. It took some work to make it behave but it prevents any sprites' pixels from being misaligned with the camera.