ANKH by morriss
I’m finished my first Ludum Dare game.
Any suggestion would be helpful.
My English is not good.
This theme is very interesting.
Can play imagination to rich game content.
The game description:
The name of the game from the warcraft 3
Player must die.
I made this game using Unity, C#
The last stage was unable to complete.





Ratings
| Overall | 256th | 3.402⭐ | 63🧑⚖️ |
| Fun | 186th | 3.408⭐ | 62🧑⚖️ |
| Innovation | 240th | 3.213⭐ | 63🧑⚖️ |
| Theme | 269th | 3.426⭐ | 63🧑⚖️ |
| Graphics | 186th | 3.549⭐ | 63🧑⚖️ |
| Humor | 250th | 2.733⭐ | 60🧑⚖️ |
| Given | 71🗳️ | 76🗨️ |
Nice little game, lacks music.
Cool graphics and nice level design. Keyboard keys are a little bit awkward and there are some strange collisions with grass but excepted that everything is great. I really had a good time playing this :)
Maybe SPACE would be a better choice.
But don't worry, I have fun playing your game ;)
But apart from that, nice entry, well done!
just collision box and jump can be improved
Although i had hard time playing it - D key moved me ALWAYS 1s to the left and later to the right - not sure why...
- lack of music was really apparent with such stunning pixel art
- sound of game-win was too crude and harsh for me
- great idea, you could spend little bit more time on gamedesign instead making 10 mediocre levels you could make 3 really polished ones! - that's a good advice for next jam!
Overall it was pretty fun, although i missed a bit in lvl5 when you suppose to kill yourself and throw a rock to activate ANKH - i used this stone to kill snake instead XD
There's a quite a bit of content and stuff in this game, which is a good thing. Next time though, I think you should spend a bit more time polishing the stuff you already made, instead of adding new mechanics. Making the ones you have work nicer :)
Overall still a very good entry
congratulations
I don't feel the sacrifice now, you could add a score decreasinf for each dead (Sacrifice your score to advance in game)
It's missing music to make it really great. Also, the spikes are too sensitive, it took me way too long to get through level 8 because I kept dying. Good job on your first game!
LACKS POLISH!
PHYSICS ARE WEIRD!
THE LEVEL WHERE YOU LEARN TO ACTIVATE ANKHS WITH BULLETS IS IMPOSSIBLE! (i think)
NO MUSIC!
Thanks you for accepting this highly aggressive critisism.
From a polish perspective, it would be great if the jump was a little less responsive, if that makes sense. Letting go of the jump button should stop adding upward force to the player, causing them to naturally slow down and descend due to gravity. It shouldn't immediately send them downwards no matter where in the jump arc they are.
Also, while I like the idea of activating Ankhs with projectiles (yet another interesting design space to mess around with) I think the way you teach the player how to do that kind of works against the design of the game. Up until that point, I was taught to throw rocks at snakes to kill them. So when you put a player in a level where all they immediately see is a rock and a snake, almost 100% of them are going to use the rock to kill the snake. Then, when they learn how to activate Ankhs with projectiles, they'll have no way to kill themselves because they already got rid of their only resource to do that.
I really enjoyed the level layouts you had, and how they taught the player your mechanics in an easy to understand way. I just think this one could use some tweaking so most players don't get soft-locked into it. :)
some problems with hitbox sizes but that's only a matter of tweakings.
* Switch last two levels (I think)
* Bugs are annoying -

The core idea is good, I enjoyed the mix of puzzle and platforming with this unique mechanic, and it fits the theme really well.
I have a few small suggestions for improvement:
- The "Level Complete" sound is a lot louder than the rest of the sounds, and blasted my ears.
- This is a game played with two hands on the keyboard. It was annoying that I had to switch to use the mouse for advancing to the next level, or restarting. This was only a minor annoyance, until I got to the level where I have to throw a block and then jump on it to get over a large area of spikes. The game has never asked me to to do a precision throw OR a precision max-jump before, so I am going to fail several times. Instead of hitting 'R' to immediately restart, each time I fail I have an annoying task to take my hand off the controls, reach over there to get my mouse, bring it onto the screen, click the button, bring the pointer back off the screen so it doesn't annoy me visually, and then take my hand back onto the keyboard. All for something like 5 seconds of game, then I do it again? This is bad and no reason for it. I think in future games, think about the hand position: it's either left hand KB, right hand mouse (WASD + Mouse) or it's all-mouse, or it's all-keyboard. Select one style and never ask for controls outside that style, in my opinion. That means even your main level select screen shouldn't use the mouse, and should have keypress 1-9 or something, I think.
- A few times the spike colliders seemed a little bit too large, just a tiny bit. It's okay to "forgive" the player a little, and lie to them about whether they actually struck a negative object. In general, death/damage colliders should be a little bit smaller than their graphics, and positive/pickup colliders should be a little bit bigger. This seems crazy at first but it just feels better in the action that way. Specifically, I was noticing this on that same long precision-jump over the spikes I mentioned in the previous point. I was trying to jump as late as possible and collided the spikes a few times that I felt I did not. (Usually player is wrong about "not hitting spikes" they really did, but offer a margin of error so they don't have this feeling).
I also want to say you did very nice with the tutorial blocks that show text, and having the fun final level. Those were nice touches.
So a very strong first entry, well done. You can be proud of this one. Welcome to LD, I look forward to seeing what you come up with next time.
Other than that great work, will enjoy seeing what you make in the future :smile: