Grand Mystic Quest of Discovery by hulahulahest 2011-01-10T20:36:00
Good level design, I also liked the 2x1 pixel art style.
Adding sound fx would have made the entire package amazing
Foon → Ludum Dare Explorer → Users → Snowflower
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Cosmic Layers | jam | 92 | 3.70 | 3.30 | 3.13 | 2.86 | 4.22 | 2.39 | 1.93 | 3.75 | 40 | ||
| 2011 | 22 | Alone | ForeverAloneKitten | compo | 316 | 2.75 | 1.75 | 2.75 | 3.75 | 3.00 | 2.36 | 1.45 | 3.50 | 2.83 | 22 | |
| 2010 | 19 | Discovery | Title Unknown |
Good level design, I also liked the 2x1 pixel art style.
Adding sound fx would have made the entire package amazing
very nice! love the colors!
really would like a solo practice mode when surfing, the amount of AI opponents nearby right at the start of the game makes it a bit rough when you are trying to learn the controls and creates some frustrating and immediate wipeouts
Also would like a bit more forward momentum when you jump off the wave to give a bit more time before the wave tube catches up.
Good core game, reminds me of summer games surfing
love the intro and voice stuff in this game!
when you try to use multiple items that have no effect, more feedback in the text onscreen would help.
I wasnt sure if i could just mash on all the keys for all the items I had or not.
Maybe try adjusting the text like this:
'you try to use the (item), but it does nothing'
instead of just displaying the text 'that wont work'
very cool, love the name of the game haha.
It took me a few playthroughs to get the hang of making waves to get a ton of air and score points.
the diving and jumping momentum is pretty good, the effect when getting hit by the squid ink was unexpected and amusing :)
Would be nice to play a more casual version of this game with a wider screen aspect ratio so you could see farther ahead since its horizontally scrolling game.
Plays nice and smooth on osx for me, would love a swap left/right keys option as well , the default mapping fights against my intuition.
Would be cool to have a version of this game with a longer vertical playfield (an aspect ratio similar to vertically scrolling arcade shooters) so you could plan out your drilling path just alittle more.
I would speed up the drilling rate and also show more visual feedback as you incrementally destroy the blocks.
The character collision object seems off center or too large, making it frustrating to burrow around and explore quickly.
Also I had no idea what the crystal object I was looking for was supposed to look like.
I would also put some kind of heads up display readout telling you what kind material your cursor is currently hovering over. It would make identifying things you lookaim at alittle more obvious and you could maybe get creative with naming them something besides sand/rock/crystal to create more mood.
Overall I like the scifi take on crystal mining
The game loaded up very slowly for me.
super pretty and I love the style, the controls and unforgiving 1hit death makes it really frustrating.
I would play this a ton if it was a bit easier (let the player take 3-4 hits before dying) and tighten up the controls a bit more.
Maybe try creating some more obvious animation cues on the enemies before they attack to make the 'hop back' defensive move more useful.
Hope to see this one developed some more and have it updated.
i like the trippy colors and warped camera,
the controls are smooth and responsive, the collision with the stuff you need to avoid is really hard though.
increasing the number of skiers to track while also increasing the rate at which the dog moves around to dig them up would make it more engaging.
it would also benefit from some kind of 'sniffing' sonar type mechanic so you can vaguely tell if there is someone in the area or not without giving their precise location under the snow
i liked the cloudy and muffled audio, helped create a somewhat dream-state vibe to it.
Liked the visual feedback when colliding the objects and how they broke apart.
As for creating more complex goals, maybe you could have the light of the character change signaling that you need to find objects of a particular type to collide with instead of any object.
CrackedP0t: Linux build zipped up here for you, let me know if it works since I cant test it . https://dl.dropboxusercontent.com/u/14939389/CosmicLayers_Linux/CosmicLayers_LinuxVersion_0.zip
asotelo94: thanks, recently upgraded unity version and didnt realize the pointlights were set to auto and caused this behavior for some people.
Updated all the builds with the fix so you shouldnt have any lighting bugs (uses deferred lighting and 4 lights per pixel in the quality settings)
I really liked the audio which made it relaxing, and the rate you use up oxygen was pretty good so I felt like I had enough time to swim around and explore a bit before taking the seashells back to the boat.
I liked the graphics and sound. I would maybe show the survival timer ticking up while you are playing to reinforce it as a scoring mechanic to keep people going. It was fun to play.
I would try adding a right arrow key double tap to do a short thrust forward, it would make lining up with the fish and then right double tapping into them to lunge forward to 'spear' them a satisfying mechanic.