The Tearable Three by grandtheftmarmot 2018-12-04T17:22:40Z
I like the graphics and the overall artistic direction of this game, the concept is nice, but the hitboxes make it really hard to play
Foon → Ludum Dare Explorer → Users → Tetralogia
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | a plant called martha | jam | 1147 | 3.52 | 3.27 | 2.97 | 3.86 | 3.44 | 3.36 | 3.52 | |
| 2018 | 43 | Sacrifices must be made | BRIAN'S ELEGY | jam | 702 | 3.20 | 2.93 | 2.96 | 3.13 | 2.65 | 3.10 | 3.39 |
I like the graphics and the overall artistic direction of this game, the concept is nice, but the hitboxes make it really hard to play
The graphics are of course very good, the music is ok but quickly annoying.
For a game like this you need to make actions quicker, if there's too much to read the player might end up not reading at all and playing only for the score (which I did). Maybe give your events titles so, after many playthroughs, the player identifies them quickly and can thus decide quickly. Or, hide the outcomes so the player really has to think about what to do (and is forced to read what you took time to write).
Keep up the good work!
I love the concept and the theme is spot on. I couldn't enjoy it a lot though as I play on an AZERTY keyboard.
I know we're not a lot, but some people have an azerty keyboard. Try to think about that when implementing WASD :)
This game is full of good ideas and I really enjoyed playing it. I liked how you created so many characters, gave them a background and a personnality. However, when there's a lot of text and you don't need to read it to win, well... you stop reading it after a while. I know it's hard to do, but it needs balancing. If you put so much work into writing, give the player a reason to read. If you manage to do that, this game will be so great.
Besides, the introduction/tutorial could be integrated into the first level gamplay.
Keep up the good work!
This is really interesting. It's well-written, funny, confusing, engaging. I love it. I also like how you took something so rational as a google form and turned into a game about madness. Really smart. On top of that, I really appreciate how you force the player to make the most insane choices in order not to lose (like not vomiting on someone will lead to game over, it's kind of genius).
Question : do you have statistics about players' answers ? That would be fun.
Nice work, the controls are smooth and intuitive. The chicken looks great and is well-animated. The sound design can be quicly annoying though.
I can't find anything negative to say about this game, I think it presents no flaws whatsoever and is a complete product in its current state. Plus I could not agree more with the statement it makes. Great work!
That's a nice puzzle platformer! The level design is really well thought.
I'm gonna be harsher than the other comments, not because I think it's a bad entry (on the contrary, it's of quality, both in terms of production and programmation), but because I really want to see a final version of this game. I'm really into the concept behind this prototype and I think it would make an awesome adventure game, but I didn't have much fun playing it.
On an artistic level, it's very good. The graphics and animations are impressive for a game jam, the music and atmosphere fit the intention, it's overall really coherent. Hats off to both the artists!
As for the gameplay : the sword attack is too slow for this kind of game and every enemy gives a heart so there's no big challenge, making combat quickly boring. Movements are smooth but it would be nice to have better control over the camera. The gamefeel could be better.
The system of downgrades allows for some replayability but you make two mistakes in my opinion. First, the objects are not equally interesting (sword is boring and bombs are awesome), there is thus a rational way of playing, which is a bummer. Plus, it would actually be interesting if there were more objets/abilities than islands ; this way, the player could really "build" its character, instead of just choosing the object he's gonna finish the game with (and it ain't gonna be the suit).
Check out the game Sinner : Sacrifice for Redemption, which does what you intended for, if you ever want to continue working on this game.
This game has a lot of potential with a better tutorial and better controls. Besides, the "end turn" button is really not in the right place and made me fuck up quite a number of times. Other than that, the game design and the mechanics are interesting and I had tons of fun playing it! Congrats :)
The controls are very responsive, it's fun to play and challenging (even the piece of cake difficulty), the pixel art is well done. It's a good game! That's a bummer the gameplay does not fit the theme.
This is nice, the art is good and it's fun to play. Maybe just make the swords be equipped automatically on one cultist, it took me a while to understand it was gear and not an upgrade!
It's an interesting idea and well executed, though I don't understand either why you chose the mouse to interact, it made it quite hard to play for me.
I'm not into horror games but I can tell you did a really good job. The atmosphere is nicely set up, the level design with its many many doors make you feel genuinely lost and creeped out. As you begin to run out of blood you start really considering your choices and the game gets so much more stressful. I also really liked the fact that the screen gets blurry when you're low on blood! Nice job!
I had so much fun. This game is full of good ideas, it's weird, the controls are confusing in a satisfying way, the sound design is on point, you play as a goddamn tooth. I just love it.
Ok, this is really cool. The design/UI/UX really makes you feel you're piloting the ship. The "start screen" looks very nice. My only complaint is the lack of ammunition, I always run out quickly.
I didn't finish the game because of lag, but you're aware of that issue, make us know if you were able to fix it, I'd like to see the end :)
I really like the concept and aesthetics of this little game, the fact that you've got a piece of the story as a reward for completing a platforming phase, it's nice. It would make more sense to double jump by pressing space a second time though. Good work anyway!
@jacquouille No, it was not on purpose, I didn't expect people to avoid the penalties! And I'm like you, I always forget to use the dash. I tried to create situations where it would be necessary but if you took all the dash penalties you would lose for sure. It was hard to create a level design that worked well with my sacrifice mechanic. I agree with you, the penalties may be too soft and you don't lose because of them most of the time.
Thanks everybody ( @lizouille @kaitosoul @larapoi @kalshutein @kaish @johnnyginard ) for the feedback! I'm gonna try to make the moves smoother and think of a better sacrifices/level design synergy.
Nice concept! Easy and quick to get started. The sound design is great. The first 2/3 levels could be quicker though and the "score meter" better explained.
When I started playing I thought it was a paper-please-like game and was so frustrated I couldn't choose who to fire. This is a smart move, I like the narratives behind the game design. The graphics are so good. It's a cool experience that doesn't need much more work to be a complete game. Nice entry! If you make a post-jam release, having some sound design would be great!
I don't have a qwerty keyboard so it's very hard for me to play this game. Try to give the player options between WASD/ZQSD/arrows when it's possible (it's possible with your game).
Other than that, it's a fun game, the graphics are good, the sound design is well-done, you integrated the theme into your gameplay mechanics, congrats :)
I don't know why and I don't know how it would be done, but I feel like this game should be solely focused on throwing people off the balloon. It's just so much fun. Give us more gamefeel and positive feedback : bigger screams, a "well done" UI text, a meter of how many people I carelessly sacrificed ?? I don't know. I like the idea of the game but it's currently too hard. It wouldn't be realistic in terms of physics but maybe the fall should be slower at first + It's a matter of taste but I really don't like those kind of gyroscopic character controls, I think quicker and easier movements would completely shift the experience.