Pretty fun game, I liked how everything was paced. I think the background could use a little more life, but otherwise I really enjoyed playing. Good work!
@rein@benosuke@anna-karpova@ferrari I hear you, next time I will spend more time on making the movement easier to control and understand, Thank you for playing! @ceejap I agree the background could be a lot more interesting considering the scene is supposedly a dreamscape, a dynamic moving background could be cool. Thank you all for you input!
Nice.. I like the music, it helped set the mood. The darker background tiles were a bit confusing at first but once I realized they weren't a cave or something it was OK. The wall jumping was good but felt too sticky. Felt really good when you did manage to traverse a bunch of platforms in a row smoothly.
I really liked the use of unique mechanics like wall jumping and dashing bringing you closer to losing the game. I wish there was some kind of benefit to getting coins or getting to the next level. Great game!
Oh man... that was tricky. I kinda got the hang of it though. Everything I would say has already been said, so I'll just end by saying its a great LD game, tricky... but great. Nice one :smiley:
@joel-davis I am glad you played and that you were able to get the hang of the mechanics at least a little bit! I could add some decals to the cave tiles to make them more obviously cave maybe that would solve the confusion! @locustjin Thank you for your input and for playing :) @quite-good Understood, more incentive for completing tasks would make the game a lot more rewarding to play. I also should have probably announced somewhere that the coins give you an extra dash. Thank you for playing
@divford The levels are procedural, I feel I could probably up the probability of an extra dash being spawned inside a deadend to make them a bit more forgiving. As for randomizing the color scheme, I think that's a great idea thank you! @szymon-ogd Thank you for trying it out! I do realize some of the colliders can be a bit janky.
@kro@arget fair enough, I suppose anything is possible with a completely randomly generated level, but did you know that you could dash in any direction including upwards and diagonally?
I liked it! Wall jumping was a little bit clunky, at first I got confuse about what was backgrond and what was platform. Audio could give a little bit more feedback, otherwise, good job!
@xeke-death Yeah the way to go is really sticking to the top level it seems, the caves were suppose to hold more powerups but alas I ran out of time. @keylime Noted! Will give the game some text enlargement pills. @bicheste Thank you for your feedback! more sfx are definitely needed I agree.
Nice game! If the wall jump had more of an arc to it I think it would feel a bit better! Thought it was cool that you made a (mostly) working level generator in a short time span as well. :smiley:
I'm not sure what I was supposed to be doing. The walljumping felt pretty weird because you have to rapidly spam jump and it slows you down a lot. Also, it felt really bad to go "underground" and get trapped with no way out.
It looks pretty though! And the music is nice n moody.
Fun game! After getting a hang of the controls I found I was mostly using dash to go up (always time to go right), but really liked the limited dashes idea. Also really appreciated how the static grew as "being awake" approached. Nice work!
congrats on finishing mates! ^^ the visuals were kind of lacking (could use some props, foliage*, a background, the usual), but the game was pretty fun to play. For some reason, the game being at 60+FPS helped make it look more just 'minimalistic' rather than 'lacking'; so you've got the advantage there haha.
the wall of darkness moves a bit too fast, considering there isn't a lot in place to make the platforming fast/efficient enough to be able to dodge it quick enough. if there was more added to the character movement script (coyote time, smoother walljumping, no hooking onto collision boxes) then this would be fine; but given we only had 72 hours to make these entries, remember it's important to account for the mechanics that might not be well implemented enough to allow for smooth gameplay. I died quite a few times for this reason :joy:
Making an endless platformer is cool, but be careful when using procedural generation (I have the same issue) since dead ends are frustrating. Also you can improve the game play, the character stucks itself a bit too much on walls. I recommand you this fantastic thread by Maddy Thorson (Celeste's game designer) about how to make platforming feel better https://twitter.com/maddythorson/status/1238338574220546049
Congratulations on the game, some things need to be improved in the future like the control of the character, and the information, but I say this comes with practice and constant training, I already consider your work as victorious for having completed the task of completing the game within the given time limit , something that many people did not do, I appreciate the opportunity to have known your work, a big hug to everyone, and I await your evaluations regarding my game
Good game. As for me, it seems that controls are a little bit raw (especially wall climbing) and dead ends are quite frustrating. Sounds and music are great
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blobo12 May 2021, 00:28
The text was incredibly small on my end- my monitor is 3840 * 2160 and this is what the screen looks like when playing the game. (downscaled, so the image doesn't take up the entire page)
In any case, the game was interesting- though I don't think there's a win condition other than make it to the right of the stage where you hop off- and it seems to loop forever. I really like how the music adds some static and whitenoise as the death-wall approaches. that's pretty cool! Nice work.
@100th-coin Thank you for playing, I'll have to test on different sized monitors next time! And yeah it is endless so no win condition except high score (which was probably hard to see on your monitor)
I like the music and the particle effects when climbing are cool! I mostly stuck to climbing and staying on the top of the map since when I would go down, I would hit a dead-end and be stuck to die. Not sure if it was intentional, but I found that I could amplify my speed by spamming the jump button near a corner. I found it fun to launch myself around in order to go faster! Nice work!
Very nice game, however there are points at which I just couldn't get through because it was like a dead end. However the overall idea of the game is nice, and I know that procedural generation is tough so getting a game to work using it in the limited time is impressive. Very good submission overall :)
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But I would suggest to update the controls, make it more easier.
Are the levels randomly generated? Some of the dead ends felt really unfair.
It would be cool to randomise the colour scheme in each level. I believe Desert Golfing does that, and it helps an infinite game feel more exciting.
Controls were good, mechanics fun.
It looks pretty though! And the music is nice n moody.
the wall of darkness moves a bit too fast, considering there isn't a lot in place to make the platforming fast/efficient enough to be able to dodge it quick enough. if there was more added to the character movement script (coyote time, smoother walljumping, no hooking onto collision boxes) then this would be fine; but given we only had 72 hours to make these entries, remember it's important to account for the mechanics that might not be well implemented enough to allow for smooth gameplay. I died quite a few times for this reason :joy:
otherwise with that said, great work! :)
Overall well done!
a big hug to everyone, and I await your evaluations regarding my game
In any case, the game was interesting- though I don't think there's a win condition other than make it to the right of the stage where you hop off- and it seems to loop forever. I really like how the music adds some static and whitenoise as the death-wall approaches. that's pretty cool! Nice work.
@smeljey Thank you for playing!
With the amount of feedback I have received maybe an updated version with more content and better controls is in store.