10 Steps to Hell by Morgawr 2013-08-26T08:25:00
I had fun and I love the interpretation of the theme. The music is chill and the art is silly. Aside from that, I had no idea what I was doing, but only because I didn't try.
Foon → Ludum Dare Explorer → Users → wareya
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | INFLAME;Z | jam | 719 | 3.70 | 3.48 | 3.22 | 3.88 | 3.68 | 2.67 | 3.64 | |
| 2013 | 27 | 10 Seconds | Title Unknown |
I had fun and I love the interpretation of the theme. The music is chill and the art is silly. Aside from that, I had no idea what I was doing, but only because I didn't try.
good art and theme
gameplay gets tedious fast, given that each stage is 90 seconds long and the same thing repeats
Very calm and relaxing.
Core gameplay mechanics are entertaining. I'm not sure whether I'm just really bad or there's balance problems, but I find it basically impossible to not constantly die and lose tons of money.
you should make it alter your direction when you slam on the ground like DriFTinG
Wonderful!
Seems like the kind of game that should have a couple easy to access bad endings and then galaxy brain tier of narrative mindfuckery once you find the right pixel but if there is such a pixel I can't find it. If I'm not failing to find it because it's not there then I would love to play a more fleshed-out version of this.
Cute!
first person platformers need very tight physics (think quake without the bunnyhopping) to feel good
if the player is going to be coming into contact with the edges of platforms, the bottom of your movement hull should be mostly flat or at least feel like it is
first person platformers should always have wide fields of view to lessen simulator sickness
most people need lighting or textures in first person games or they get disoriented easily
not everything resets when you hit respawn triggers
@ddrkirbyisq Thank you very much for the detailed feedback! I'm definitely going to revisit the coyote time system, spike knockback, and exact walljumping air control logic once the jam is over. I might tweak the ruleset too, it depends on how I feel when the time comes. The current ruleset seems like a good difficulty ceiling, but maybe some of the assist mode features should be on by default. Either way, I'm always happy to see people clear platformers.
The audio gets grating fast (it would work if it changed, had music over it, etc), and you should probably have more lenience in spike-wheel collisions, but aside from that, it functions well and plays properly!
haha gpu fan goes brrr
Very moody in a good way.