Falling down from above by Sublustris 2021-05-02T00:23:03Z
Very nice logo! It's a pity that there is no link to the game. :(
Foon → Ludum Dare Explorer → Users → Shumarie
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 👥 | Alchemist vs Werewolves | jam | 862 | 3.23 | 2.80 | 3.05 | 3.42 | 3.92 | 3.06 | 3.32 | |
| 2022 | 50 | Delay the inevitable | 👥 | Bear’s Flower | jam | 1355 | 2.70 | 2.40 | 2.54 | 2.65 | 3.83 | 2.79 | 2.32 | 3.26 |
| 2021 | 49 | Unstable | 👥 | How can I help you? | jam | 2.08 | 1.83 | 3.16 | 3.08 | 2.75 | 1.83 | 2.25 | ||
| 2021 | 48 | Deeper and deeper | 👥 | My beautiful deep twisted pocket | jam | 825 | 3.56 | 3.29 | 3.66 | 3.85 | 4.19 | 3.78 | 3.56 | 3.56 |
| 2020 | 46 | Keep it alive | 👥 | Rusty | jam | 533 | 3.79 | 3.45 | 3.39 | 3.95 | 4.34 | 3.58 | 2.41 | 3.97 |
Very nice logo! It's a pity that there is no link to the game. :(
Amazing graphics!
Interesting gameplay! I passed all the levels with great pleasure (and I want more!).
At the moment, the sound is mostly functional. You can improve the audio by making it more diverse. I would really like to have unobtrusive, but cute music in the background.
I liked the design of the sea creatures. It is minimalistic, pixelated, but very cute. It would be great if the menu was made in the same style.
It’s a very nice game. The mechanic is very interesting and addictive. I liked the simple but cute art (it would be great to add animation for the character). Also sound enchanted the feeling of calmness and diving into meditation.
Awesome game! I really liked the process of finding nerves. For a few days of Ludum, you have made a very good level design, thought through the increase in the player's capabilities and at the same time each module is useful. Amazing work!
The visual and sound design of the game is also good. "The program" is very funny comments on what is happening. It's not boring with her.
Only I didn't understand in the game that I need to avoid leeches, and I can kill big fishes to get oxygen. I saw an explanation about this in the description on Ludum after I finished the game.
Very interesting and unique mechanics. There are technical problems. The game does not read the voice every time. It does not depend on the volume of speech. The microphone in other apps works fine, problems in the game. After half of the "broadcast" on the radio, the game stops recognizing anything at all.
I like dash jump and its interaction with the level geometry. The music is also very good and adds to the atmosphere.
As for the technical details: sometimes touching nearby enemies does not count, and the game does not take a life for it.
From the point of view of writing the script, it is not very good that the character at the beginning breaks through the fourth wall when he names the keyboard buttons. This destroys the viewer's belief that the world on the screen is real, and prevents immersion in the story. It is better to separate the hints for the player from the direct speech of the character. Unless, of course, the break through the fourth wall is used to deliberately create an effect. Like, for example, in «Deadpool» or «Fight Club».
The easiest way to make the text visually different for telling the story and explaining the controls is to use different colors and / or fonts for different types of information. You can also select a different location for the hint, such as the center of the screen. You can do it differently: provide an explanation of the controls on a separate slide, where there will be no replicas of the character.
The graphics is generally good. Some objects can be more precisely adjusted to each other, because they are not made in exactly the same style. For example, the menu is very different from the images inside the game. The face is drawn quite realistic, and the character in the game and the landscape are more stylized and more cartoon-like. The background on the level is not perfect for the game objects and the ground, because it is more detailed and similar to the photo.
I think it would be great to additionally add a parallax effect to the background by breaking the background into layers. This will add depth to the environment.
In general, the game turned out to be interesting. I liked the connection with Greek mythology and the gods responsible for dreams.
Very nice cover. The game is very atmospheric due to the music, sounds and art. I like that the further you go down, the darker it gets.
It would be great if the game could use the light longer or find more this items on the level.
The music is like a variation of the main theme of the film "A Cure for Wellness". If you were really inspired by it, you should write about it.
If the matches are accidental and you do not want to associate game music with something else, then you should think about how to make your melody more unique. The film is very famous and because of this there are unsolicited associations. The end of the melodies and their sequences are very much the same, it is better to change the end of the melody in your compositions.
@lsdlx,I have thought about it and will try to tell you to the best of my knowledge.
I think that the “A Cure for Wellness” reminded me specifically of this passage: B F# B A G#. In the film, the musical phrases of the main theme periodically end as follows: F# C# E E D# B (for example, here: "Hannah and Volmer", 00:16-00:20)
Plus, I think, the fact that in both cases the piano periodically performs the theme (sometimes it is not in the main part, but still it sounds somewhere in the background of the voice). It is also similar to repeating music or parts of it through a half-tone (?) lowering and some similar little things, although all of these are quite common techniques among composers in themselves. Unfortunately, my knowledge here is not enough to indicate something specific. :(
Probably, i think, it is also affected by the fact that at one time I listened to the soundtrack to the film a lot, and I firmly remember the main musical theme. X) The melody is very easy to remember, while it is very expressive and atmospheric. Probably, therefore, in general, a fairly standard move for music is strongly associated with this film.
Sometimes proven methods are very, very necessary and without them in any way. However, maybe here some other move will create the same mood, but in itself will be more new and unusual ones. I think, in a particular case, you can make a more unusual variation for the end of the phrase.
Idea is very good! Unfortunately, I don't always know what to do, and I choose actions at random. I remember something by repeating the whole game from the beginning. I want the text to be printed a little faster and there is an option to quickly scroll through the replicas. You can add a link to the manual in the client interface so that you can access it faster. Very nice minimalistic graphics. I like the sound and the fundamental decision to make the game without music. You can make the noises on the location more interesting, so that there is development, more plausibility and less conventionality.
I like the idea, but it is too difficult for me to move and avoid the red wreckage. I couldn't reach the ship. I think you can add an indicator that will display how much is passed and how much is left. The game slows down when loading a level. Visual design is very great and game has good athmosphere. I really liked the voice at the beginning, tutorial and sound.
I really liked the idea, the plot and the overall performance, but I couldn't finish the game.
I'm stuck on a vertical level. I can't jump on the one of platform (number 1). In addition, I did not often manage to jump on the platform below (number 2).
On other levels, the imperfection of the character controller was not a serious obstacle for me, but here I often flew over or crashed into the edge of the platform. The level had to be started from the beginning many, many times. At some point, the game began to cause me frustration and anger. It would be great if there was a checkpoint somewhere in the middle, or if the level itself was a little easier.
Very unpleasant for me was the twinkling light on the vertical level. Is it possible to make the blinking less frequent and with a smoother fade? The frequent turns of the camera at a large angle, which occur when jumping and changing direction, caused me to get seasick. I think if there were straight sections on the level so that player could rest, it would be easier.
I'm really upset that I didn't get to go through the whole game because I was intrigued by the plot.
Despite all of the above, I really liked the game.
Про прыгалку.jpg
I liked the atmosphere of the game. Clicking to dig is a lot of fun but my fingers get tired. Now I have trained fingers. х) In the beginning, it is difficult and interesting to play. When you buy out the store, the result is predictable and becomes boring. I would improve the visual design of game’s buttons. It is not very intuitive that you can’t click the whole mouse-shovel but you can only use it’s tip. You can also make the mouse look like the tools you are currently digging with. I would like a more diverse gameplay. You can add intermediate goals, more obstacles, and options to overcome them. I enjoyed you clicker very much!
I liked the mechanic because bouncing off objects is very fan and helps you slow down. The rat sprite is not detailed enough relative to other objects, especially the background. Despite this, the graphics are beautiful.
You have chosen the assets very well and the visual component is harmonious and stylish. Sound design is also very good. I especially like the background sound of water.
The game needs to be improved, because the controller is glitchy, latch to the walls and their colliders. It makes game hard to play. Sometimes you get so stuck that you can't get out.
At first, I didn’t understand the rules of how objects work on the level. If the idea is for the player to guess how everything works, you should more clearly define the functions of objects and the consequences of interacting with them. For example, you can show functions by using a more informative design of objects, or make a character's reaction to contact with them.
I didn’t understand the winning conditions. I was only able to finish the level with the "game over" screen. You should also add an exit option in the interface.
The most infuriating bug: Баг - Suichu.jpg
I liked the idea and the mechanics. You can narrow the distance from the circle to the center of the person and slightly increase the speed of the fall. The graphics are very nice. You can make the shape of the particles clearer, because I personally do not always understand where they begin. On my monitor, the image is dark, you should add contrast. Check your monitor settings. Perhaps because of the settings, it shows a brighter picture than most other users.gjghj.jpg
@fre, @zapdos2, @michael-faragher Thanks for the feedback! Sorry for our inattention, because of which there was a language barrier! We will be editing the build in the nearest future and will definitely add English (and maybe some other improvements).
I liked it very much. It's a pity that the cycle is so short. I want to play more. Very cool art, music and sound atmosphere. Another very touching and catchy game made by your team.
I really like that the game can be played in different ways and the mechanics are so versatile that it allows you to try different strategies. Physics is not very predictable. Although in general it adds hardcore and strangeness in it can be perceived as part of the challenge.
This feeling is really transmitted: "I'm going to lie down to get some sleep, the dream is so colorful."
Interesting mechanics with a jump. Very unusual, but justified. Also, it's great that you can fend off enemies by leaving mushrooms. The only thing I would like is for the mushroom to fall a little closer to the cat.
Lovely! It's hard not to repeat what was written before me in the comments. Charismatic cat, understandable situation, very good impressions of a fun game.
The game is very polished. The visual is very stylish, the sound creates the right funny mood. The map is large and the curious player has something to see, but at the same time it is clear what needs to be done in the game.
A very nice game with a nice controller, but as if something is missing in the gameplay. Either a greater threat from meteorites, or the risk of starvation, or some goal directly indicated to the player somewhere far ahead.
Core mechanics itself works and is very entertaining.
In the game, I did not immediately guess that it was possible to dig. x) But I'm already inattentive that I didn't look at the description of the game.
It's also quite strange that (judging by the web version) the digging starts with a delay. You have to hold down the "E", for a while the dinosaur has no animation, only then it digs and the result of the action is visible. Sometimes it seemed to me that the game didn't count the click, but then I discovered that the dinosaur didn't dig right away.
Very nice minimalistic art with an unusual color scheme. The sound design is also healthy.
A fun game. Very atmospheric. A good visual in the theme, a cool sound, very responsive controls.
Very cute plot! :3
I like diving as a mini-game and a drop controller, but the location of the underwater rocks has reduced the fan for me.
It seems to me that jokes that break the 4th wall knock you out of immersion in history. It's a pity, because the characters are very attractive and the world feels convincing enough to empathize with the inhabitants of the island.
You've got a very atmospheric little adventure.
The gameplay is good. It's cool that there is an increase in difficulty. I like the level design, but the robot "slips". And it is clearly too high relative to these platforms jumps: then it knocks on the ceiling, then you can, without jumping to the upper level (which I think the level design hints at), jump on the spot to pick up the gears.
Art and sound quite create the right mood for themselves. :)
A very funny game, I like the sounds when answering. Cool characters! It would be a great game to learn how to type quickly without looking at the screen. I type character by character and I can't make more than 12 sales. х)
A perfect hit on the topic. No matter how you take care of your socks, they still run away. х) I like to catch socks in the game. They are very charismatic. Thank you for choosing the difficulty in the game (I like it more on the slow one). It is not always clear whether you will hook the sock with the cursor or not. The game is very cute and I had fun playing.
Thanks for the feedback! We have all the art, history, dialogues, music and sound (and theoretically working gameplay), but unfortunately there were problems with the technical part. We plan to put everything together.
The Owl has a bug. Game counts the appeal to him, but does not show the dialog box.
At the moment we are collecting material in the build, we will publish it as a post-ludum version.
Thank you all very much for the comments! :sparkling_heart: And also for the support. :heartpulse:
@marvis @lolopupka @kylazaur @ginxel @jk5000 @gandelianna @sofignedova @iva1 @alex-zahn @colineobordello @i1415 @sasquatchbstudios @oleg-bone @elena-s @sjpixels @ghatazorg @kizu @daniel-dewaswala @stalemeat @jul-li @suvi @grossgiirl @edwigelel @janku @motti
We have collected all the materials into a working game. We want to continue improving the game, so criticism and advices will be most welcome. :sparkles:
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Nice game. A very catchy interpretation of the topic.
The tutorial is a little confusing because you have to press the space bar and "scroll through" the training to the gameplay part of the game. Based on my experience in different games, I thought that I should press the keys and immediately try the mechanics.
It would be great if the character could move at the moment of the arrival of the wave. IIt's a strange feeling when control is suddenly taken away.
A counter measuring the time before the arrival of the wave can be placed in the center of the screen at the bottom. I think it will be easier to watch him this way and it will be more interesting, because you feel better when the wave comes.
Congratulations for a wonderful jam entry!
The story of the cat and the fox is simple, but catchy. I liked it. The picture and sound "work" on the plot, the characters are very cute.
Cool mechanics! It's a lot of fun to move the paws of the characters. I like that animals have different bone patterns. It would be great if there was a timer-free mode. It's so exciting to put pyramids that it's interesting to just explore and make the biggest tower.
A runner with meaning. :) Cool reflection of the theme. It seems to me that stones falling from the sky are quite aggressive) If you dodge them by braking, then it slows down the pace of the game. With a jump... I don't really feel the optimal interval.
The controller itself is pretty good, although the level design requires polishing. I liked playing.
Optionally, you can add a success counter. Maybe it's my personal thing, but I like to see in the runners how far I managed to run this time.
An interesting story. I liked the little world of the Star Keeper.
I really miss feedback and the usual order when interacting with interactive objects: - I don't always understand which subject is interactive and which is not. - I do not understand whether the player's "camera" is pointed at the object and whether I can take it from the current position.
I think highlighting the contour of interactive objects would help solve these problems.
I really liked environment art. Almost half of the atmosphere and lore is felt through the design of the ship and buildings. Plus, the amount of work on the visual, I felt, was pretty big.
A very interesting story that falls into the Ludum theme. A good narrative in the game. I like that when going through the cycle, there is a development due to learning new facts. Art is very suitable for the subject of history. A very atmospheric work. I couldn't solve the riddle, but I liked the game.
Very cool game! It's great that you were able to realize the presence of the results of other players.
For the melody editor, I would like the following improvements: 1. Add the ability to move notes. 2. Make it so that when composing a melody, you can select a fragment of a song that will be played in a loop, and at this time it can be edited. It is not very convenient to listen to the recording again many times for the sake of changing in one place. 3. It would be very convenient if it was possible to lengthen/shorten notes manually. It is clear that during the jam it is quite difficult to implement on a par with other things.
In my opinion, you have done a great job. There is a lot of beautiful art, there is a design of different characters, a selection of sounds, the composition of melodies, an implemented editor, the presence of the results of other players. Amazing job!
A very interesting concept with a perfect hit on the topic!
I played with both the mouse+keyboard and the gamepad. It's much easier to play on the gamepad! Control on the gamepad seems more responsive and predictable than with the mouse+keyboard.
One of the two is very lacking in mouse+keyboard control: 1. Clearer machine control, less inertia 2. The ability to slow down.
Beautiful, minimalistic art that helps the player to understand what is dangerous, what is not and how the lava will spill.
I liked the game, but I can't get to the end. The longest distance covered is about 66%.
The game has a cool atmosphere. Mice and a cat are adorable. The art and sound are cool.
I like the idea of the constructor, but some details are frustrating: 1. 10 seconds is not enough to realize the capacity of the structure. 2. Cars often behave unpredictably due to realistic physics. Either the car falls from the wreckage under the details of the "tank", or they fall on their side because of the shots. 3. Random! And it wouldn't be critical if I had the opportunity to remove the interfering details. For example, "throw away" them by moving them beyond the "zone" of the constructor.
It took me a while to figure out that the parts could be rotated. Even despite the tutorial. This happened because when I started playing, I was distracted by the comprehension of details and basic controls. Only in the 3rd race I remembered that there is a rotation. x)
The basic gameplay is very good. It needs polishing, but I still liked the game!
Charming cat! It is very comfortable to play, nothing frustrates and does not interfere. Well done! It was a little unclear where the light from the cameras falls and where it doesn't. However, these little things are not annoying. I like audio and sound. Combined with the character and humor, it creates a wonderful atmosphere.
I really like the concept of "introspective narrative experimental thing". Precisely because I was hooked on the idea and I see potential in it, I would like to give a very detailed criticism. I hope that in the future this will make the works even more expressive.
It seems to me that in your work the gameplay exists separately from the story. No matter what I do, the story will go on by itself. Games where the player contemplates rather than acts exist. However, in this case it is necessary to give more content that works according to the laws of cinema or painting. That is, there are more animations, sounds, visual development – like in a cartoon. In your case, it could be not only the appearance of boats, but also, for example, a change in the weather and the state of the sea.
Sometimes your gameplay and story interfere with each other. For example, when I played for the first time, I did not read the beginning of the text, because I was impressed by the rotares of the sea and it was interesting to collect stars. Then I restarted the game and started reading.
I understood your idea that you control the ship and read at the same time, but specifically your mechanics make player concentrate and "aim". It distracts from the text. (Distracts some of the players, at least). Usually, in games with simultaneous actions, an important narrative is not put in parallel. For example, in "Brutal Legend" during an intense chase on the bridge at the beginning of the game, where you need to concentrate, the characters say information that is additional. The player will not miss anything important without it. (This is done because there are a lot of actions: drive the car with maneuvering, attack, dodge enemy attacks.) And in the game "Psychonauts 2" in interactive cut scenes, where information is IMPORTANT, the player is left with very, very simple actions (jumps and move) and does not give a goal at all ... And in both cases the story is told in parallel with the actions through audio.
In your case, the game would be improved by replacing text with audio. Listening and acting is much easier than acting and reading.
Or the second option is to visually include the text in the level design. I.e., for example, player float along the level from left to right and see lines of text.
It would also be very cool if the player's actions developed the plot. You can make it so that by collecting stars, you open new replicas and move further along the story. So mechanics and history would become one.
Unfortunately, it is difficult for me to fully experience the story due to the language barrier (I use automatic translators). But I really liked the theme. And also you have absolutely charming art and music. The work itself is poetic and really is a work of art. 💚
I really like the atmosphere. The gameplay is intense, but the music is pleasant and relaxing.
I want to make 2 feedbacks clearer in the gameplay: 1. Which of the colors is "correct" and which is "dangerous"? When you just start playing, it is not very obvious on a new segment of the track which color to jump on. It seems to me that this problem can be solved visually. For example, add any pattern to the wrong color (for example, a large cross). 2. It is unclear how many more touches are left when landing on the wrong color. The animation of sparks and shaking is not very noticeable and does not make it clear how many more mistakes can be made. Possible solution: you can show the "destruction" by sound or on the model of the ball (for example, it darkens or cracks appear).
I agree with the previous comments that it would be good to add "coyote time".
All these little problems do not interfere with playing and having fun jumping. And personally, I would like to record the best result from the player in the final – I like to compare the current race with my best in runners.
Thanks for game!
A very cool idea and implementation! You've done a great job! As an artist, the theme of working for a customer is very close to me. Charming characters, it's great that everyone is uniquely voiced and offers their own tasks.
A significant disadvantage of gameplay and narrative is that the game does not punish the player for incorrect drawings and does not encourage accurate ones. Perhaps you didn't have time to implement it during Ludum Dare, but it's good that you chose to simplify the game, but give the player fun rather than the pain of a poorly working evaluation. I would like the payment to depend on the accuracy of the work, and in the case of careless work, the characters expressed dissatisfaction, paid little or did not pay at all.
It is still unclear whether the game takes into account color matches in the order and drawing. There is not enough feedback, whether you got into the order or not - the feeling that you have a world with ideal customers and they are happy about everything.
Perhaps a solution in the spirit of the mechanics of spells from the game "Harry Potter and the Sorcerer's Stone" would suit you. Гарри поттер.JPG
This leaves freedom in drawing, but prompts when the drawing is circled accurately. Or another option is to make a barely noticeable coordinate grid on the "order" and "paper" so that the player can assess the coincidence of the original and the drawing.
But even now it's a lot of fun to draw! 💙 I liked the characters, the gameplay itself and the presence of a story. Art, music, various little things like the weather are the frosting on the cake. The game has a huge development potential.
A simple idea of a "collection" of mini-games, but therefore ingenious. I really got the fun and relaxed. Not all the games were clear to me, the scoring system was also not obvious, but the narrative and atmosphere of the game suggests that the main thing is the process. Charming character and audiovisual style.
A very cute game! I am delighted that the short format of the game included a full-fledged plot with a beginning, progression and end.
It's great that there are several goals in the gameplay. Good player training with intro and hints.
I think the size of the metrics is a little too small for such a gameplay, it feels like the room is holding down movement. And another problem when you try to get into the closet so as not to get caught by mom: you stand next to the closet door, but when you click the response is incorrect and the monster does not enter anywhere.
A small wish: I want the player to perform the action for fright in the final, and the cut scene would have already started.
Art and sound is very cool. The design of the main character is amazing. Thanks for game!
Very pleasant and relaxing atmosphere.
It seems to me that your idea of sand castles is more suitable not for a fixed location of objects, but for a more free one. Even if the objects intersect unrealistically, this gives more creative freedom. At the same time, I like the opportunity to put one object on top of another, which results in a "two floors". Песочный замок.jpg
I like that the wand seems to have been brought by the sea, it needs to be picked up and dragged to the castle. Very beautiful cover. In game art, a similar visual style would look great (hand-drawn textures, for example).