RUIN ESCAPE by reccy 2021-10-04T02:04:11Z
i got to level 2 and then after a solid 15 minutes said out loud "what" and gave up; could probably make the game more accessible for people like me who have a room temperature iq
Foon → Ludum Dare Explorer → Users → velaachlorine
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Silver Platter | compo | 43 | 4.00 | 4.00 | 3.73 | 3.63 | 4.21 | 4.11 | 3.65 | 3.86 | |
| 2021 | 49 | Unstable | b-Blaster | compo | 45 | 4.00 | 3.95 | 2.85 | 3.66 | 4.25 | 3.90 | 3.05 | 3.13 |
i got to level 2 and then after a solid 15 minutes said out loud "what" and gave up; could probably make the game more accessible for people like me who have a room temperature iq
to echo m11 and dekajoo, loved the mood and the accompanying audio and graphics. there are a bunch of things that don't get explained in-game like the walljumping mechanic and stability being the chance a glitchy tile doesn't teleport you, not sure if the point is for the player to figure these out themselves.
also on one instance i managed to get softlocked at the ceiling because the gravity stopped working, but i wasn't able to recreate it.
basically echoing what recessive said, it's simple and well made. the fact that the ship doesn't stop immediately after letting go of the key threw me off a bit but i think it's a fine addition to the difficulty
cool concept and really enjoyable, my main complaint is that there's no feedback on when the forcefield is going to run out, more than once i died to a pink square because of the forcefield running out right as i was moving towards the square. you could make the field's opacity fade out as it's about to end.
also kind of a nitpick but it'd be better if the music didn't restart when dying.
i can definitely see this being expanded by adding stages with different gimmicks each
super fun, very unique mix of concepts, the puzzles are hard enough to keep you busy for several minutes and also engaging enough to not rapidly bore you; really enjoyed this
that was way harder than i expected lol, it took a few tries to beat, it's stressful but in a fun way. i like the style of the graphics, it's really charming, and the voice lines are a nice touch too :)
interesting take on the theme and concept. controls feel a bit awkward though and the platforms' hitbox is weird and prone to getting you stuck; other people already mentioned that but i mention it again because it did take away a lot of the fun
saw this on 3mpty's stream yesterday and wanted to try it out for myself. it's SO much harder than it looks lmao, the boat physics definitely live up to the theme, at least the checkpoints are close enough that it doesn't become frustrating
the idea is executed really well imo, it's wicked fun and it has so much potential for being expanded into a fully fledged game
the aesthetic and graphics kinda mismatch eachother but it gives me old flash game vibes which i like
relaxing sunset music plays a big factor in sanity conservation
i love the graphics, especially the animal sprites and the palette. i would've never thought of mixing this kind of simulation with the theme "unstable" but it works really well lol, props for coming up with something that unique
was not expecting it to be that fun; cool how you took quite a saturated concept (tower made of blocks that can topple over), changed it just a bit and caused it to become way more interesting
@ethanzech somehow i did not consider making the screen clear a hotkey until you mentioned that, and also yea after ~1000 points jitterclick stamina and ample use of the screen clear becomes the main way to survive, and it becomes hard to manage really quickly; i had already spent way too much time tinkering with the balance though so i just left it like that lol
the whole time i was so scared that the game was suddenly gonna turn into a psychological horror thing lmao
anyways, i really like this, i'm amazed at what people are able to convey with such graphic limitations
really fun, it's also short enough for my attention span to last through the entire thing; also the ai watchdog task was pretty funny
this is surprisingly fun. i ended up lasting 8:21 minutes before succumbing to fatal disintegration, i did not even attempt to optimize the employees' walking time lol ; the music is basic but i think it fits the game
Incredibly difficult game; after 45 minutes of trying I think I still haven't made it past the halfway point. I had a lot of fun trying to adapt to the physics and trying to optimize routes. Might come back to this at a later date to try and beat it.
Also I like the naruto run
this is quite outstanding for just 72 hours. the red hazard lines kind of clash with the art style a bit but it otherwise stays consistent thorough and doesn't break the immersion. i like how the clock dude's animations are synced up to the music, it's a nice touch!
I really like the atmosphere of the game, and there being no real tutorial or info besides the one for the walljump (to answer @blinry's question, you have to keep holding the movement button whilst touching the wall to run on it). Sadly I couldn't get past the first walljump of level 5 because I suck, but I really quite like this.
Cool art style and music don't know if there was anything else to do beyond getting two items, I feel like I checked and talked to everything My only real criticism was the amount of grammatical errors; text is a core aspect for this type of game, and that kind of took me out of the immersion a bit
One of the games ever made Took me way longer than I'd like to admit to figure out the second car is unavoidable and that you're meant to touch the red car to win
itch.io page returns 404, perhaps make sure it's set to published
\> @quinn-patrick I agree that more effort could've been spent on teaching the players about the mechanics. I chose to play it safe and do something quite basic as opposed to something more complex like in-game tooltips, partially due to laziness but also because when I began making the how-to-play screen there were like 3 hours left in the compo. In addition to this, I usually prefer to avoid bombarding the player with a lot of crammed info text, as that tends to be offputting to somebody about to try a game (at least it is to me); striking a balance between this and properly explaining the complex mechanics is difficult, and I probably handled it improperly for this game. Glad you find it fun though, and thanks for the detailed feedback.
\> @googlypoo Reiterating what was said a few lines above, the mechanics are a bit tough to grasp at first, and the insufficient or lack of in-game information/tutorials doesn't do that problem any favor. Sorry about that.
\> @gangure Adding some form of measure to prevent just blindly mashing the space bar is something I hadn't thought of and would actually be a great addition. Thanks for pointing that out.
My only complaint is the 8 second music loop that gets annoying after a while. Graphics are great, and this could certainly be expanded into a much larger game; the existing mechanics have a lot of potential on their own, and with more mechanics you could make some very challenging and complex puzzles.
My main gripe with the game was the fast movement speed, which while it's not an issue by itself, I feel it doesn't really mix well with the friction-y weight-y type of movement when decelerating or falling especially, in a game like this where precise input is required. Some of the other issues like the boss' hitbox have already been mentioned in previous comments I liked everything else though: art, music, kitty. The walljump is cool, and I feel like you could make some interesting levels designed around it, should you choose to expand on the game in the future.
really cool! needs some sound effects for hitting and killing enemies to up the satisfaction factor by 100x would comment on the music but it seems soundraw is an ai music generator; as i understand, ai *art* generators aren't allowed in the compo, but music generators might. not sure though