stuck on level 2
stuck on level 2
Why say "Don't touch the walls" if I'm supposed to touch the walls? I missed out on all the experience points of the first level.
The games alright, it might be better on a mobile device, but it seems to easy since you can dash immediately when something dangerous gets close
Good point. Changed the message to say "The wall on the left".
This was very well executed, I've seen a bunch of these falling platform type games but they never keep my attention. You chose some really nice, simple mechanics and created a lot of depth with them.
My only concern is that it was a bit too easy. I feel like there was a few later levels where I solved them with my first gut reaction, so nothing was really learned (went back and found them, they were 8-11 and 14)
This is a fantastic jam game and I would love to see you add some more levels and general level design polish.
A nice departure from your usual stuff and having multiple acts gave it a better learning curve. It's a fun game but the orange blocks were confusing, especially in act 3 level 2, where you can't mark the spot under the left one. Now it seems like a bug but at the time it made me think I didn't understand the rules
I came
so did I!
you have the start of something here, but it still feels wrong and clunky
I've made 0 jam and I keep making money for no reason, there's definitely a low ceiling on production and production has little effect on gold earned so these medals are just a waiting game.
Not a fan. The level design is just tedious and repetitive without being challenging. I Just finished level 3 and just overly convoluted and easy.
I pressed space a dozen times before I realized I was supposed to hold it down. "To speed up time, hold the restart button" is a terrible idea: why not just use a different button, why make us stand still to use it, why not just make it happen in a timely fashion by default?
I went and played a handful of your games and they are all jam games or games made in very short timeframes. Your rapid prototyping skills are great, so I recommend spending time adding polish to a game rather than trying to get it playable as fast as possible. Often times I'll get core functionality working in an afternoon and spend weeks tweeking the paramters until it feels right.
Unfortunately, I usually do not have much free time on weekdays, so I try to free the weekend to work on games. And if I am working on the same game for 6 months and it turns out bad, I'll get 6 times less experience than I could, most likely with the same result. I get just an incredible amount of experience after every jam. When I'm sure that my skills and understanding of game design are enough to work on something for a few years, I'll start to do it, but for now, it's too early.
the art is great, the engine is great, it just needs a lot of tweeking and playtesting. The boss was stupid hard and it felt like I was just supposed to die over and over until I learn what to do. I noticed touching the void areas drained my health but it might as well have instantly killed me, I never touched the stuff and made it out without dying. Plus the boss kills me in 3 hits anyways.
Of all the LD42 games I played I feel this is ranked last in theme fit, it's like you took an old prototype from one of your pre-existing projects and just made the floor disappear. that being said, this is probably my second favorite LD42 game, so far.
I edited the description with the solution to the boss fight (not attacking when he is attacking). You are right though, it was designed with intent of you learning the boss phases to beat him.
This game was made from scratch so it's a compliment that you think that its design took longer; we probably would have had a much stronger themed game otherwise. There really isn't much you can do with running out of space for an action game which is why the theme in-game is so generic.
Thank you very much for the feedback, I appreciate it!
So far, this is my favorite LD42 game I've played, it's fun and has a unique and appropriate use of the theme. I recommend continuing development on this. You explored a lot of possibilities here in your level design (and in just 72 hours!), things like platforming obstacles, requiring children to be saved in a specific order, racing to avoid getting squashed, all of these can be taken much further.
My only complaint is that the beginner learning phase is pretty rushed and there's enough uncommon platforming mechanics here to trip me up by forcing me to use them all together almost right away
Wow, thanks a lot! We never manage to make the learning curve balanced enough when we make these Ludum Dare games (48 / 72 hours)
Wholesome AF
Age 37
Corporate shill
Chicago
Joined on 4/1/03