Impressive game! Awesome art and design, it was a platformer was it was also a puzzle. I didnt manage to help all of them. I couldn't reach the last woman without the shield. Also, the wall jump was extremly hard for me to perform. Really cool game you have here friend, congratulations!
Edit: The theme was implemented in a really cool way. You really feel those sacrificies. Can't praise it enough :)
Great game, I really liked the story part about the people being happy underground! The gameplay seems well thought out too, but I feel like there is a certain order in which you have to give stuff out to rescue all people. I couldn't really figure out that order, so I got stuck a lot. Also, walljumping in rapid succession is really difficult! Ps. I would also write down the controls on your page here, so people know what to do, without trying to figure it out :) Other than that, great game! I really liked the art and the sounds, felt really immersive.
Great idea: also is kind of strange to start with full power and loose ability on the way, but is a nice way to keep a game interesting without ramping up difficulty
Nice work! Really like the art and that you sacrifice your abilities... for me too I couldnt preform the wall jump but then... I sarificed it anyways ;D
I like the premise, the art style and sound work great together. The theme is implemented very successfully. However, controls are not as sharp as they should be for the precision required. I found the wall jump nearly impossible to execute.
Hmm something killed me just before the last guy i still had the shield pretty fun puzzle game. Simple but nice graphics wall jump mechanic is a little bit hard to execute.
Loved the style and the general mood! But I suck terribly at platformers, so it was quite a frustrating experience to get to the end! (and yes, I know, I made a platformer myself :P) It was interesting to see someone else do something similar to what I did in my game :-)
I enjoyed the concept immensely, but I did not have the patience to beat the game as I forgot about one survivor (Thought I had gotten that person). As a keyboard user, WASD gave me extreme hand cramps and I would have rather had one hand for arrow keys and the other for space or z. The wall jump chasm was super frustrating with the difficult part at the very top and the screen transition interrupting the flow of things.
Figuring out the route and which mechanics I could do without was the best part but the actual physical nature of pulling off the jumps and things was a little frustrating. But when I got super far into it and realized I had to start all over it didn't feel worth it. Might have been better to be able to rewind to more than one person you gave your stuff to.
I love the story, it is very unusual and thoughtful. The mechanic of sacrificing abilities is interesting and well executed. The graphics and audio are very effective at enhancing the mood. Amazing compo entry!
I got strongs Prince of Persia vibes here! (the MSDOS one) - as in, the game looks and feels great, and it al so constantly reminds me of my inability to perform simple moves :D I gave away 3 or 4 powers and then couldn't get back up, which I guess feels to close to home. Really well done!
@gevernus : I'm starting to get used to ludum dare and I know what I can and can't do, it saves me time (even if I lost time here using a different language than the one I'm used to (javascript)).
@hangacs, @shendev, @virtual-turtle-studio, @planschi, @01fe7e, @vatigo : first time I implement a wall jump. I thought about putting some additional frames when you drop the wall, but not when you come to stick against it, it must be related to the way I play I guess... Have to improve this next time.
@joqlepecheur : Congratulations! YOU are the saver. Or something like this. I guess. It depends on your last decision. And only you know it.
@xesenix : there is some lava, but I forgot it, and you just have a red tile placeholder. it may not be very clear...
@shweep : Actually you can use space to jump (there is a control scheme in the first room, but not very clear and perhaps too discreet). And yes, my favorite part, in the design, was also to find accessible parts with some abilities on the way, and without on the way back
@fasterthanlime : The funny thing is that a part is done with a software that I called "Paint of persia" ! Infact, I used it only for the faces and a little decor, but it proves that it's a reference I really like. Thanks.
@all : Here some hints if you want retry you need to give up the double jump soon enough, wall jump is only available for the lower part, a person is reachable just with simple jumps
Lovely art within a very restricted color palette and interesting twist on a platformer! The audio works so well with the visuals on building the mood. Love the story idea, too!
I love that you limited yourself with the palette! Maybe next time you can also try to go smaller resolution so your pixelart can really shine :D Good job! (I saved everyone yay!)
Ooh, I liked the restricted graphics and the sparse audio. They worked really well in enhancing the desolate mood of the setting. The controls were super sharp and responsive but the level design made some jumps a little too fiddly for my tastes.
This is a really polished looking piece for a Jam game! Overall one of the most effectively "finished" I have seen this Jam.
The graphics are very simple but very atmospheric and effective. I really think its was a great style choice visually and fits the gameplay.
I like the audio on the whole, and I get that it was likely again a pared-back style choice which works well, but I think the music was too sparse for me, I wouldve liked a bit of the blank space filled in maybe, like it mightve made my replays feel less repetitive if there was more music going on?
The gameplay fits the theme really well, it can be frustrating like all jumping puzzles but that is part of it :) I liked learning the order of who to rescue first and which skill to give up etc, which made it fit the theme and better than a flat jumping puzzle. My main observation is that I found the actual wall-jump input a bit challenging, because I felt Q is badly placed and Space is not easily responsive enough (hardware related probably) it wouldve been nice for a mouse click option.
Really cool platformer game. I liked the concept a lot and the art style is simple but fits really well. The checkpoint system made some sections a bit frustrating but congrats on finishing the jam, it's great!
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Really cool game you have here friend, congratulations!
Edit: The theme was implemented in a really cool way. You really feel those sacrificies. Can't praise it enough :)
Graphics are great, and it fits the theme well. I like how you left the question open at the end ;)
Figuring out the route and which mechanics I could do without was the best part but the actual physical nature of pulling off the jumps and things was a little frustrating. But when I got super far into it and realized I had to start all over it didn't feel worth it. Might have been better to be able to rewind to more than one person you gave your stuff to.
@gevernus : I'm starting to get used to ludum dare and I know what I can and can't do, it saves me time (even if I lost time here using a different language than the one I'm used to (javascript)).
@hangacs, @shendev, @virtual-turtle-studio, @planschi, @01fe7e, @vatigo : first time I implement a wall jump. I thought about putting some additional frames when you drop the wall, but not when you come to stick against it, it must be related to the way I play I guess... Have to improve this next time.
@joqlepecheur : Congratulations! YOU are the saver. Or something like this. I guess. It depends on your last decision. And only you know it.
@xesenix : there is some lava, but I forgot it, and you just have a red tile placeholder. it may not be very clear...
@xlambein : I think your game is different and more original than this one. But here is an other game closer, but different all the same : https://ldjam.com/events/ludum-dare/43/sacrificial-wool
@shweep : Actually you can use space to jump (there is a control scheme in the first room, but not very clear and perhaps too discreet). And yes, my favorite part, in the design, was also to find accessible parts with some abilities on the way, and without on the way back
@fasterthanlime : The funny thing is that a part is done with a software that I called "Paint of persia" ! Infact, I used it only for the faces and a little decor, but it proves that it's a reference I really like. Thanks.
@all : Here some hints if you want retry you need to give up the double jump soon enough, wall jump is only available for the lower part, a person is reachable just with simple jumps
Good job! (I saved everyone yay!)
The graphics are very simple but very atmospheric and effective. I really think its was a great style choice visually and fits the gameplay.
I like the audio on the whole, and I get that it was likely again a pared-back style choice which works well, but I think the music was too sparse for me, I wouldve liked a bit of the blank space filled in maybe, like it mightve made my replays feel less repetitive if there was more music going on?
The gameplay fits the theme really well, it can be frustrating like all jumping puzzles but that is part of it :) I liked learning the order of who to rescue first and which skill to give up etc, which made it fit the theme and better than a flat jumping puzzle.
My main observation is that I found the actual wall-jump input a bit challenging, because I felt Q is badly placed and Space is not easily responsive enough (hardware related probably) it wouldve been nice for a mouse click option.
On the whole really nice though :)