The explosions were a little large and could cause the boxes to fly everywhere but it also appeared you could abuse some of the physics and just skip the gates. I loved the art and varieties of enemies. I didn't like that the shooting enemy seemed to have no weakness. Still a good number of levels and cool game.
Just finished the game! First few jumps were rough until I got used to the controls, then it was fun skipping through the stages. I thought I was going to get stuck once where I couldn't jump high enough but sometimes I would get a super jump. The aiming and shooting felt nice. I would have liked some game indication for when I was getting hurt besides the health bar.
@danielcmcg Thanks! We're strongly considering doing a post LD version so stay tuned for more features!
@dk5000p I accidentally inverted the explosion so it's more powerful the further away you get. I'll also work on stopping players skipping gates in post LD.
@thebooksnail Thanks for the review. Glad to hear you played through it all :). I'll perhaps make the player flash red when damaged in post LD
@convg Wow you improved a lot since LD-46 good job!
Really liked the game. The movement feels very good. I did not do the boxes in the final level, so I had to abuse the movement to get to the portal :D Luckily I recorded a shadow, so I have a gif of how I did it :D
The shadow mechanic was a super cool take on the theme.
@ausstein glad you liked the game. I had a teammate doing art and level design so I had more time to do programming. Also I did a lot of practise over the summer :)
The shadow was a great and innovative idea! I abused the "power jump" when I got stuck on edges a lot :wink: I had a bit of a hard time figuring out how I'm supposed to use the shadow to solve problems. So I solved them the old fashioned way, with speed and guns :ok_hand:
Nice mechanic with the shadow. Using it to blow up enemies and press buttons is quite cool. Getting it to hit the buttons with the boxes requires way too much effort and luck though (because, physics)! Definitely worth exploring the idea more - you might have something here. Found the graphics and audio decent enough. The platforming controls were responsive so it feels good to play. Nice job!
@netmute Thanks for commenting :) The shadow was mostly for buttons but could kill enemies as well. Still trying to think of more ways to use it in a bigger project.
@reallyqbert We're working on making the boxes easier. It's quite confusing for players at the moment because I did the physics wrong which made the explosion push the box less the closer the shadow was.
I don't know if it's by design, but I ended up just spamming space and speed-running through the levels ;) Maybe a cooldown period for the shadow could force the player to be more careful?
@wizard-sino Thanks for playing. That's a good idea. We actually originally considered that but decided we didn't have time to implement it. DEFINITELY an option for post LD :)
I really liked the concept of the game, although there are parts where you can advance without having to do the puzzle. I love that you can explode your shadow
This is a really cool and creative game ! There’s another game I played that has this looping shadow mechanic but this is also completely different in how you can blow up the shadows. It adds a level of cool interactions that you can do. You can also just machine gun down enemies, which is pretty sick. Nice job!
Explosing the shadows made me think of old lemmings games. Some puzzles are very good, but jumping is quite hard. I really enjoyed the variety of ennemies.
I see someone already pointed it out, but in one level, I exploded the enemy (right on my checkpoint/spawn point I lead it, clever me) and the box nearby flew over half the map and fell down to spikes and kept me from putting it on the button completely :)
The concept is pretty interesting though, and the gameplay feels good. I'd say a little coyote time would help as well as recording jump before hitting the ground, so that the player doesn't need to be as pixel precise as the program is, otherwise it feels a bit unfair, feels like you hit the right button on the right time but the game just dumped your input :)
But those are little details that need lot's of tweaking to get it feel right in the context of your game. You laid the foundation very well, the robot doesn't feel floaty nor it is impossible to control, all the basics work well. Give it some care and polish and it could really be great!
Nice work, wish you the best in further dev work! :)
@convg Yeah, definitely it was meant as "dig into this in the future" suggestion, one can do only so much work during a jam :) Try starting here https://youtu.be/yorTG9at90g or here https://youtu.be/8QPmhDYn6rk or, preferably, both, they are bit different, but incredibly helpful!
Lacks polish, and I can't say the idea is groundbreaking, but I still played all the way through ! Some platforms were just high enough that I couldn't jump on them comfortably, and the camera lerping to the start position when you re-spawn is a bit unnecessary (but I get that that's just a byproduct of your camera control code).
@thegreenworm Thanks for commenting! We'll fix the platforms if we do post LD. Honestly, I kinda liked the camera lerping XD but I'll see what other people think :)
@danielblanco3d Thanks for playing. We're working on the controls for if we release a post LD version. Glad you enjoyed it!
I enjoyed this!! It's different and charming. It has a few raw bits like superjump against certain platforms, some wallclimbing, and sticking to edges a little. But I don't mind, those things make it feel charming.
I also don't mind the controls here, with the air-control style of "instantly when you let go you will lose all horizontal velocity". I know some people don't enjoy that style, but for me once I realize that is what a game is doing (zero momentum in midair) I just switch into that mode of thinking, and I can use it very effectively.
So I found the controls and physics interactions enjoyable.
The mechanics were also cool, and you had some very nice progression of introducing the ideas. One especially nice touch was to have the new enemy type safely encased in tiles where I could observe it the first time I saw it. Great idea!
If I could tweak one thing it would probably be the side-friction onto the walls. I think the character mostly felt fine, but the bad-feel moments I did have were around getting stuck on the sides of walls why trying to slip through a space. I think just setting friction to zero is probably fine, since this is a zero-momentum game anyway!
Nice entry overall, I played through to the end and enjoyed it.
@pkenney Glad to hear you enjoyed! It's nice to see that somebody liked the controls lol4, and cool you liked the level design. Yeah, we'll definitely work on that in the likely event we do a post LD version. Thanks for the feedback :-)
Good game! Sadly, it was a bit too hard for me. Also, somewhere around the 4th level, I accidentally blew a box away and I couldn't put it back up on the button platform.
@peace-of-cake-games That's alright, you can link to it somewhere else, and if not, I'll make an email account you can send it to. Good time, by the way!
Nice :) No real competition tho Honestly before the first run I practiced wall jumping for like 5 min against one of the walls until I had it mostly figured out. You just press left as soon as you hit the wall and then press right imideately after.
Comments71
Would be nice if the movement has decleratio, currently just stop dead.
But hey never enough time!
@dk5000p I accidentally inverted the explosion so it's more powerful the further away you get. I'll also work on stopping players skipping gates in post LD.
@thebooksnail Thanks for the review. Glad to hear you played through it all :). I'll perhaps make the player flash red when damaged in post LD
Really liked the game. The movement feels very good. I did not do the boxes in the final level, so I had to abuse the movement to get to the portal :D Luckily I recorded a shadow, so I have a gif of how I did it :D
The shadow mechanic was a super cool take on the theme.
Keep up the good work!
I had a bit of a hard time figuring out how I'm supposed to use the shadow to solve problems. So I solved them the old fashioned way, with speed and guns :ok_hand:
@reallyqbert We're working on making the boxes easier. It's quite confusing for players at the moment because I did the physics wrong which made the explosion push the box less the closer the shadow was.
I think the game mechanics were really thought out well and work good together.
nice game!
A fun little experience nonetheless. Good job!
The concept is pretty interesting though, and the gameplay feels good. I'd say a little coyote time would help as well as recording jump before hitting the ground, so that the player doesn't need to be as pixel precise as the program is, otherwise it feels a bit unfair, feels like you hit the right button on the right time but the game just dumped your input :)
But those are little details that need lot's of tweaking to get it feel right in the context of your game. You laid the foundation very well, the robot doesn't feel floaty nor it is impossible to control, all the basics work well. Give it some care and polish and it could really be great!
Nice work, wish you the best in further dev work! :)
@danielblanco3d Thanks for playing. We're working on the controls for if we release a post LD version. Glad you enjoyed it!
I also don't mind the controls here, with the air-control style of "instantly when you let go you will lose all horizontal velocity". I know some people don't enjoy that style, but for me once I realize that is what a game is doing (zero momentum in midair) I just switch into that mode of thinking, and I can use it very effectively.
So I found the controls and physics interactions enjoyable.
The mechanics were also cool, and you had some very nice progression of introducing the ideas. One especially nice touch was to have the new enemy type safely encased in tiles where I could observe it the first time I saw it. Great idea!
If I could tweak one thing it would probably be the side-friction onto the walls. I think the character mostly felt fine, but the bad-feel moments I did have were around getting stuck on the sides of walls why trying to slip through a space. I think just setting friction to zero is probably fine, since this is a zero-momentum game anyway!
Nice entry overall, I played through to the end and enjoyed it.
@meatball Thanks, glad you enjoyed! I liked your game a lot as well
Honestly before the first run I practiced wall jumping for like 5 min against one of the walls until I had it mostly figured out. You just press left as soon as you hit the wall and then press right imideately after.