Connected Worlds - The Adventure by snake5 2014-08-25T21:42:00
Andrew Adams: couldn't find time for it, maybe next time I'll get around to it.
neosam: thanks, fixed!
Foon → Ludum Dare Explorer → Users → snake5
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | The Heist | jam | 640 | 3.38 | 3.45 | 2.80 | 2.15 | 3.54 | |||||
| 2016 | 36 | Ancient Technology | SynthMatch | compo | |||||||||||
| 2015 | 33 | You are the Monster | I Dream Of Big Boats - The Office Theft | jam | 834 | 2.86 | 2.65 | 2.75 | 2.65 | 3.08 | 2.62 | 2.50 | 2.70 | 96 | |
| 2014 | 30 | Connected Worlds | Connected Worlds - The Adventure | jam | 405 | 3.19 | 2.81 | 2.85 | 3.02 | 3.28 | 2.98 | 2.12 | 3.24 | 100 | |
| 2014 | 29 | Beneath the Surface | Beneath the surface, chasing the killer... | compo | 632 | 3.11 | 3.00 | 2.62 | 2.35 | 3.65 | 3.19 | 1.75 | 3.51 | 81 |
Andrew Adams: couldn't find time for it, maybe next time I'll get around to it.
neosam: thanks, fixed!
MercuryLegba: I've uploaded a version with improved error handling now, if there was any 'invisible' error before, it should now be visible.
gene-z: are there any specific errors or does the game just not work? It would also help if you could tell me which OS and graphics card you're trying to run it on. :)
samcoy: I added a black shadow to the cutscene text, should be easier to read now. As for the tutorial, I also wish there was one but it's out of the project scope this time. :(
triplefox: Could you try updating your graphics card drivers? I've read about the same issue happening with an AMD graphics card in one other case and I know of at least one AMD GPU that displays the game correctly so maybe it's at least partially a driver issue.
One of the few somewhat unique games I've seen around, with an easily recognizable graphics style, though it could use some polishing on character physics and improve the communication of level design to the player. I got stuck near the spot where I was supposed to sneak around the corner and posess a dude, which should've been a bit easier, though it just got confusing afterwards. But the preceding experience was definitely interesting.
Easily one of the most polished, complete and varied platformers I've played in this LD. Even though some levels required uninterrupted jumping and jumping while sitting on the very edge of a platform, the highly deterministic physics made it fair. The graphics would deserve an improvement and platforms not returning for a long time were some of the few minor issues I've had with the game.
P.S. I like how the reason to add a time limit for levels is also the core concept of the game.
That is one strong dog. Doesn't even need legs to stay on top of platforms. :)
And when I'm holding the jump button while under a platform, he just doesn't give up.
I got to the end in 77 seconds the first time I played, or so the game tells me. There were times when I really wanted to look lower or further than the camera would let me, but other than that, it was fun.
The atmosphere is good, though the game doesn't seem to communicate the rules well.
Looks like those black particle clouds are recharge spots. But whenever I move from second to third, the character falls apart for some reason (lightning?). Is it possible to avoid it somehow?
Interesting concept and the controls were smooth, however it is unclear how I'm expected to dodge the incoming projectiles. I noticed that light destroyed them but there was so little of it left afterwards that it seemed like a grind to do things that way.
The game could be more approachable if it was possible to use the mirror as a shield.
Intriguing artwork. The concept seems to be headed in the direction of becoming "the game" (http://www.newgrounds.com/portal/view/467574).
I was confused about a few things though:
- for how long is it needed to press spacebar repeatedly?
- sometimes the line at the bottom isn't the translation of the line at the top; was that intended? Very few people would get it.
From the artwork it's quite clear that the game is very professionally made. Quite a fun way to spend some time.
A couple of things I noticed though:
- sometimes when I clicked on the bottom bar containing weapons the entire bar was dragged, not just the weapon, which didn't seem useful;
- after a while, the game basically plays itself and at about wave 13 there were suddenly so many enemies that it was almost impossible to get rid of them, so there's some room for improvement.
A very good implementation of a simple idea. Every effect (particles, ball stretching, even text motion) is spot on. While I didn't initially understand the physics, the second time I turned it on I got a high score of 100.
One strange thing I noticed was that the ball was orbiting perfectly around the paddle in certain situations. Perhaps it would help to add a bit of damping to reduce the velocity of the ball.
Nice graphics. The bloom on the light rays works very well. Interesting to see what puzzles can be construed out of so few parts.
I do wish there was some indicator that tells me if the mouse is on a mirror, and the turning could have been more intuitive. Would be nice if I also could see the time left.
Still, I got to level 9 and finished it. That reminds me of this sketch: https://youtu.be/fcOU3sy0k8Y?t=1054
Very interesting concept and take on the theme, though it's a little hard to see past the rushed implementation, particularly the combat mechanics. The hardest part was to align the character to enemies so that combat would work (I played with a keyboard).
Also, once I got to the ranged enemy, I found myself unable to hit him as every time he shot just before I could do anything.
Knowing the type of game this was, I was sad for the dude - it immediately became quite clear that he had no chance to survive the trip. My trip stopped at day 9.
I suppose the lesson this game teaches is: don't travel alone and invest in automation. Oh, and ditch the petunias if you want to survive.
This is the first time ever I've tried to use Brainfuck for anything. While I can't say the language has warmed up to me (but then again, who could?), it was interesting to try and think from a different perspective.
Level 1 was an odd one though, seemed more like an exercise in typing or Wikipedia copy-pasting than actual thinking.
Where's that music people are talking about? Somehow I'm not hearing it, even though I do hear the "swish" sound when attacking.
Anyway, it's hard to be original in my feedback here. As others have said, this is a rather solid game.
Only thing I'd wish for is a map of the level showing where I was and what doors/switches/items I've encountered. Sometimes it's easy to step into something by accident, and then with all the enemies it's difficult to find time to figure out what happened.
@falk-bruskeland: Thanks! Only the level (design & scripting), soundtrack, some textures and bugfixes were made in the last two days, the rest was in development (1-2h/day on average) for 10 months or so.
I want to be clear about this since, while the rules allow posting such games (much like asset flips, except I have done most of the work here), they will inevitably be compared to others and I _don't_ want to make it seem like I did a lot more than everyone else during this jam, because I didn't.
Since everyone's already said what I wanted to say (countdown pause, difficulty, jump control), here's a publishing tip: it is usually not necessary to have both 32-bit and 64-bit builds for Windows. Both versions of the OS can run 32-bit applications. They're also smaller than their 64-bit counterparts.
Interesting concept. I wish the controls were more responsive though.
There's a very common trick often used for such games - adding a jump possibility timeout. When a player steps over a ledge, there's still some time to press the jump key. I think it's much needed here, as I often managed to step over the ledge and fall. It seems that currently it is necessary to start jumping far away from the ledge.
Also, in the first level it was confusing when I was able to just run over the gaps. Maybe the gaps are not necessary there?
P.S. It would be even more interesting to see something like this but with Trackmania-style gravity-defying roads. If you're not going to make it, I might just do that myself. :smiley: