What an amazing puzzle concept dude. Should've added some music. Even two notes could've lifted the mood. But an amazing game. You should upload it on store and this can make you a lot of money. Good Job!
Took me awhile to figure out that you could shoot away blocks. I think level 10 is the first time you need to use it to get 3 stars. The idea, though is fantastic and feels really polished!
nice game. some puzzles should be harder, because its possible to complete some levels with just one or two moves. you could add more stuff to shoot too.
I think this is a decent entry! Plenty to like here, like the other commenters said I think building out the sound effects and music should be a priority. That could boost the atmosphere like nobody's business!
Also just a stylistic choice, but it might be good if, if you three-star a level, it sends you straight to the next level instead of cutting you to the menu and making the player sit through two loading screens instead of one.
The visuals were very nice. The animations and menus were very polished. I found it odd that there were sound effects in the menus, but no sounds or music in the actual game.
I found the puzzles extremely easy. Almost all of them ended in 4 moves or less, and the solutions were immediately obvious. The moving platform levels were the only ones with a bit of challenge. And only one level seemed to use the shooting mechanic at all. It seemed like there were a lot of game mechanics that didn't really get used fully. I kept waiting for the puzzles to start getting interesting, but I felt like it never really went anywhere. I would much rather have had a game with fewer mechanics, and only 4 or 5 levels with challenging, interesting puzzles.
@BluShine Thanks. I can see where your coming from :) I didn't get to work on level as much as i would like so mechanics didn't get tested that much. It's something I'm currently working on.
Nice game. Well made and solid basic aesthetics. I played a handful of levels. It would have been nice to have more audio, if only effects on pressing the button to move, landing and being swallowed by the goal-thing. It was really surprising that there was only one sound and it was for changing level to play next.
Some minor UX details. You can start playing the game without dismissing the text, which is kind of good when you have to redo a map that you failed, but then the text should disappear if you do. It would have been nice if the level-selector automatically selected the next level or even better if you just got to it. Leaving people out of the next challenge means you give them a chance to stop playing. Inside the level, it felt a bit odd that the elevators dragged me along when I was just next to them, but didn't stop me if I was flying past them. I think it would make more sense if they only dragged me if I landed on them.
Consider properly marking the game as windows on itch.io so that it can be run in their app.
?
1 May 2018, 10:23
I loved the game, this certainly feels the most polished of the games I have seen thusfar. My only concern is that the shooting-aspect seems like it does not fit at all with the gameplay in a progressive manner. Otherwise fantastic game!
I liked to play ! Polished and lot of levels for a game jam. Fun facts, I got a similar idea of gameplay fews months ago, and this gameplay work very well :D Feel free to look and vote for our entry not so polished than yours game made with Godot Engine: https://ldjam.com/events/ludum-dare/41/way-out
Interesting idea, though it seems like most levels just let me shoot straight into the void and complete them in a single move, regardless of how complicated they look. It's also too bad that there isn't any music to accompany the gameplay, though the menu sounds are quite fun! (I actually spent minutes making music by moving through the menu). Otherwise, your entry is definitely well made, congrats ;)
I found this to be quite relaxing to play. Although some levels, while looking complicated where real easy because you could shoot your way to the end. But overall a good fit for this Ludum Dare.
Narrative gives a really good touch, gameplay feels good and it'd be something I'd gladly play in my phone during free time. I really enjoyed the small game juice elements you added, like screenshake and such, but I have to admit that the lack of sound really ruined the mood considerably!
Comments39
Thanks!
Keep coding :)
What I loved
* Loved the puzzles
* Interesting concept
* Artwork is on point!!
My Thoughts
* Fade transitions were a bit slow
* Took me a while before I realised I could shoot at blocks
* No azerty mode :confused:
* I’d love to see some music
* Some puzzles could’ve been a little harder, but this was perfect for a mini-game!
Great submission, Samuel! I’d love for you to review my submission as well.
https://ldjam.com/events/ludum-dare/41/keyboard-warrior
Also just a stylistic choice, but it might be good if, if you three-star a level, it sends you straight to the next level instead of cutting you to the menu and making the player sit through two loading screens instead of one.
Nice one! :smile:
I found the puzzles extremely easy. Almost all of them ended in 4 moves or less, and the solutions were immediately obvious. The moving platform levels were the only ones with a bit of challenge. And only one level seemed to use the shooting mechanic at all. It seemed like there were a lot of game mechanics that didn't really get used fully. I kept waiting for the puzzles to start getting interesting, but I felt like it never really went anywhere. I would much rather have had a game with fewer mechanics, and only 4 or 5 levels with challenging, interesting puzzles.
I also didn't really understand the story.
@Blinkenlights Thanks for passing by!
I didn't get to work on level as much as i would like so mechanics didn't get tested that much. It's something I'm currently working on.
Some minor UX details. You can start playing the game without dismissing the text, which is kind of good when you have to redo a map that you failed, but then the text should disappear if you do. It would have been nice if the level-selector automatically selected the next level or even better if you just got to it. Leaving people out of the next challenge means you give them a chance to stop playing. Inside the level, it felt a bit odd that the elevators dragged me along when I was just next to them, but didn't stop me if I was flying past them. I think it would make more sense if they only dragged me if I landed on them.
Consider properly marking the game as windows on itch.io so that it can be run in their app.
Feel free to look and vote for our entry not so polished than yours game made with Godot Engine: https://ldjam.com/events/ludum-dare/41/way-out
@Spiffy @philippkick Thanks!
I liked the mood those graphics are simply and nice!
My game: https://ldjam.com/events/ludum-dare/41/dungeon-racers
I agree should implement mobile controls once I'm develop further the PC version.