Hi, i’m Andrea Di Bartolo, 3d Artist currently working for Shoppe Keep 2, this is my third Ludum Dare where i try, as an artist, to do a game all by myself (with a little exception this time), this time i joined the jam very late (monday morning), had a very sad and tragic week and wasn't sure i had the time to partecipate, in the end i decided to do a short, narrative-driven game for this event.
Lonely Wanderer is a simple first person narrative driven game set in an evil-looking palace in hell, standard fps controls plus left click to pick up the Skulls, there is nothing else to say here about the game because i want you to discover it by yourselves.
The game is based on a Short, intresting story/poem written by my friend Francesco Ramorino that joined me for this jam, first time for him!
3D-Art, Programming, Game Design - Andrea Di Bartolo Story - Francesco Ramorino
the ambience soundtrack is from Youtuber Ero Kia, under attribution license.
That's a godly result for just one effective day of work. Kudos for that. Sadly the game has a progressbreaking bug, where if you lose the skull sometimes you cant pick it up again, without a restart.
Really nice mood and quite detailed environments for a jam. Especially on THAT time budget. :)
The movement could be improved with some air control, so you can move in the air :-) In the second room I sacrificed the skull by going in the previous room because I thought I had to go back. So because of that I had to restart the game. Maybe you could have made it so it didn't matter where the sacrifice was made, or maybe lock the gates after entering the next room :-)
Anyways, the game are really smooth. Nice and short game :-)
The environment was so good! It was awesome to look up and see the ceiling far away. I felt super calm exploring around, it was a nice space to be in :) The platforming was a little frustrating with lack of air control but I like how you could bounce off walls.
loved the movement, in a game sense it felt weird but on a logical sense I understood the cant move while in air really. Puzzles felt smooth and not forced and well as creative. Felt like there could of been a more fleshed out story but it was good. :)
So the graphics and atmosphere are great. You know what you are doing. But the gameplay isnt fun at all. It is so annoying when you bump into a wall, drop the skull and it falls all the way down so you have to start over again.
@01fe7e yeh, i find it annoying too, sadly i had very few time to refine the game mechanics, and as a 3d artist i take looooooooooooooooong time writing code, thanks for the feedback tho :)
Art looks sick! great job man. Ignore the feedback in terms of design. u cant be blamed... but next time find a team and work with a designer and a programmer :)
Really enjoyed the graphics and feeling of the game. It was so smooth and had such high production values. I loved the take on the theme at the end, so kudos to you guys!
great game, it works, the platform puzzles has interest. ambience sound works well with the awesome graphics even with some poor sfx. controllers are ok. You got a great participation there! Good job!
The mood and graphics were amazing. As well as the execution of the theme- though I didn't really feel like "sacrificing" the skulls was much of a sacrifice. But still, great job :D
Honestly, it's a great concept, but the implementation was a bit of a miss for me. The skull drops the second that it touches anything, and if it starts rolling, it's impossible to pick up until the rolling stops. Would have been better if you just parented the skull to the Main Camera while it was held (sure it could protrude through walls that way, but honestly, that would have been less frustrating gameplay-wise). The double-jump didn't always go off, so sometimes I fell short of where I wanted to jump. There was almost no air-control, so once you jumped, you couldn't change direction in the air (which would be fine in any other game except one with jumping puzzles). I also didn't realize that the lava that you drop the skulls in mattered on my first run, and got myself stuck when I sacrificed the first two skulls in the same lava pit, although that's just me being dumb so it's not a huge issue.
The graphics and mood were spot on though, and the text really helped to sell the atmosphere. One stylistic suggestion I had: if you're going to use shadow mapping in a game like this, you should consider making your point lights move around a little bit (might as well make your shadows dynamic if you're using real-time shadows). Having all the torches flicker and sway would have made things real eerie.
Impressive job with the mood and atmosphere of the game! The only problem I had was the skull dropping constantly while being held. Otherwise, I really liked the text/poem you had going on.
The music also helped sell the atmosphere - really fun game! It nice to see a fellow 3D game here with some nice graphics and a first person controller!
Really nice mood and quite detailed environments for a jam. Especially on THAT time budget. :)