Epic Spice Quest by feyleaf

[raw]
made by feyleaf for LD19 (COMPO)
My first LD entry. Used C++ with SFML. Font was the SFML default. No music or sound, my apologies.

Ratings

Coolness 1% 181
Overall 2.40 183
Community 1.60 205
Fun 2.47 159
Graphics 2.60 144
Humor 2.75 63
Innovation 1.87 216
Theme 3.13 107

Feedback

Dslayer27
21. Dec 2010 · 07:44 UTC
Nice job, game runs smoothly and theme fits :).
Zemmi
24. Dec 2010 · 22:44 UTC
Couple things I noticed:
If you jump into anything with collision and hold space, you can remain floating in the air.
In the final level you can run around and pick up the map then warp through the left side to restart the room. The map will be there again and your discoveries will not have gone back to what they were before. That being said I haven't managed to pick up the map a second time without sliding into the finish line.

Fits the theme well, although I would have liked to see some puzzles in reaching the spices.
Game runs good and the controls feel nice.
Tom 7
27. Dec 2010 · 19:03 UTC
Cute. There are some oddities (grid still present on the tiles?) and bugs (items stick around after the level if you don't collect them; on the last level I think I keep hitting an invisible flag to reset?) but things like that add to the charm, for me. There's basically no challenge because the jumps are easy to perform, it's obvious what to do, and there is no risk.
Devenger
29. Dec 2010 · 23:44 UTC
Would have been worth adding some sort of hazard to the adventure, but it was pleasant nonetheless. What Zemmi says is true, however picking up the map repeatedly doesn't increase your discoveries, so it's not at risk of breaking the scoring or anything.
Endurion
31. Dec 2010 · 14:40 UTC
Nice little game. Not particularely challenging but cute.
There's a few smaller issues like the grid on the tiles and the floaty jump (was a double jump wanted?)
feyleafgames
02. Jan 2011 · 00:37 UTC
Thank you for the feedback, everybody, so far. This has been the first time I have entered such a large competition with such a short time limit. The experience and everyone's feedback is going to be helpful in the future.

Explaining the glitches:
* The grid and faulty collision were just mistakes. In fact, I don't even know where the problem lies with the tiles showing a line. I tried to increase their scale just slightly to compensate but apparently it didn't work.

* The floating jump was just compensation for time and having a complete fit over faulty collisions. If it makes anyone feel better, you "Discovered" that the character can fly, heh heh.

*Repeating the final level was simply an issue with my map loader, due to rushed completion. More thought will be put into level design in the future.

Future considerations:
*I've heard a few comments about how smooth the gameplay was. That's something positive that I shall keep trying to implement.

*Controls: I am going to pay attention to a player's hand placement on the keyboard. Space bar vs. Enter with Arrow Keys has been mentioned in a review. Mouse handling was giving me trouble on window resize, so I skipped it. I shall learn to compensate mouse positions in the future.

*Challenge: After planning the idea, I really hadn't given enough though to a challenge. Honestly, my nine-year-old can design better levels. Shame on me, it will be more challenging in the future.

*Animation: This was the first completed game in which I animated a walking routine. The frames are still a little weird, but I shall work on that more too.
huhwhozat
10. Jan 2011 · 16:28 UTC
Uhh? I didn't find anything about this that grabbed my attention at all. Zero challenge either. I'll take this as a first attempt at a game to learn the basics. If so, I hope you learned a lot, because there's not a lot here. Sorry for being harsh.