async by remmy
a little contrast story :)
it has not too much content since i needed a lot of time for the engine, it was my first time with a canvas~
it has not too much content since i needed a lot of time for the engine, it was my first time with a canvas~
| Web | http://ld48.remics.net/jam.html |
| Source | http://ld48.remics.net/asyncsource.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35974 |
Ratings
| Coolness | 35% | 1798 |
| Overall | 3.26 | 470 |
| Fun | 3.07 | 508 |
| Graphics | 3.00 | 654 |
| Humor | 2.20 | 729 |
| Innovation | 4.00 | 68 |
| Mood | 3.00 | 530 |
| Theme | 3.37 | 459 |
I found it to be too hard, though. I feel weird saying that, as my own game is very hard and I like hard games, but I suppose what got me here was that the difficulty came from the momentum of the character. Instead of using a tightly-controller character to solve a difficult challenge, I was fighting against the looseness of the control. Maybe I'm just being a wimp, though.
Still a strong game, but I didn't get past the third level where you have to jump on the individual pixels. Got to the first checkpoint but many dozens of retries I finally gave up as frustration overwhelmed me.
Yeah... What a wimp. Nice work, but I didn't extract the full measure of fun.
oh i don't think you're a wimp, it's kinda my fault :P
@all
as i got to creating levels i didn't have much time and thought i'd make the few levels i had a bit harder.
now i noticed that this was a bad decision, because these "harder" levels lead to more frustration while playing the game (especially that one spot in the grin-level that pkenney mentioned-it also took me many attempts every time, because you needed more luck than skill).
i also should've been going for a better order of the levels since some of the latter levels were a lot easier than the first ones.
i think the thing about "the difficulty came from the momentum of the character" was kinda unintended in the first place but then left in because i liked how it turned out. if you're on rolls you can't yump too precise and directly on one spot, so even if you know how to beat the level you had to get control over your own character.
but i get why that - in combination with the level design lead to more frustration while playing the game and the feedback i got really helped me here.
so thanks to all of you for your feedback <3
this was my first LD entry as well as my first "real" game - i never made something similar before and it was awesome to make. i learned a lot about level design, game mechanics, physics (in games) and coding under time pressure*.
(*eventhough i did that before in the (awesome) 0hgamejam, but it was on a completely different scale in 1(or zero) hours you do a lot of stuff different than in 2 days.
the game i produced there was more of a fast-clicking thing, so it was codewise completely different (and i don't really count it as an actual game))