INVISIBRO by FisherGoodwin

[raw]
made by FisherGoodwin for LD 39 (COMPO)

Created for the 39th Ludum Dare Game Jam in 48 hours, Invisibro is a simple platformer with one twist, you're constantly turning invisible.

Screenshot1.png

If you ever become completely invisible, you have to restart the level. So, in order to keep you visibility you have to drink potions, or cuddle up against a weird glowy purple circle thing. In order to progress you run through levels frantically looking for the next potion or safe spot as you become less and less visible, all while dodging Boglins (B and G swapped in Goblin, heh) of course.

This game I didn't have enough time with. (Well, its pretty much certain that you won't have enough) Heck, while I was programming I accidentally spilled milk all over my keyboard, and wasted almost half a day thinking it was over when I remembered wall mart exists. That and I went to a fireworks show with my family. I was hoping for more levels to ease the difficulty curve, because as it stands you have 3 easy levels and 1 super hard one. That and the game is to short. I am really happy with my art recently though, its improved so much from the last ludum. Also, forgot too make music until it was to late :<

BoglinGif.gif

Known Issues: You can keep racking up the score points by completing the game, and just hitting play again. (Completion bonus? Heh.)

Hope you all enjoy! -FisherG

Ratings

Overall 67th 3.875⭐ 34🧑‍⚖️
Fun 87th 3.719⭐ 34🧑‍⚖️
Innovation 261th 3.25⭐ 34🧑‍⚖️
Theme 187th 3.75⭐ 34🧑‍⚖️
Graphics 60th 4.063⭐ 34🧑‍⚖️
Audio 297th 2.903⭐ 33🧑‍⚖️
Mood 176th 3.355⭐ 33🧑‍⚖️
Given 14🗳️ 8🗨️

Feedback

acoto87
31. Jul 2017 · 04:58 UTC
I won the game!
Good job!
N4tticus
31. Jul 2017 · 05:21 UTC
Fun game, art is awesome!!! Nice and creative title :)

Congrats on finishing the Compo this year
amras0000
31. Jul 2017 · 08:53 UTC
I have a feeling the game would be a lot more playable if I knew where the potions/glowy things are located. As it stands, I never seem to have enough time to figure out where the next potion/glowy thing is, figure out how to get there, and reach it before I vanish. Especially since checkpoints aren't as frequent as they could be, meaning I have to memorize a complex and hard to execute route only to fail because I don't know where to turn on the next sprint.

Sticking to an exploration focus, I'd recommend doubling the amount of time it takes to be invisible, so the player has a chance to look around and return to base before they die. If you'd like a more frantic run-and-dodge scenario, some positioning hints wouldn't hurt. A zoomed out camera, or shorter sprints so the next checkpoint is always in sight would work. Or some level design hints (signposts with arrows, etc).

I do like the concept of the game; it's an organic time limit that interacts with the core gameplay quite nicely. And the controls are definitely workable for the system. You've pretty much got the timing down right. I just couldn't get very far into it because of the level design.
🎤 FisherGoodwin
31. Jul 2017 · 14:46 UTC
@amras0000 thanks for writing out 3 paragraphs. I love feedback. Also yeah the arrowpost sign is cool.
edmond00
31. Jul 2017 · 15:47 UTC
The gameplay is classic and the game a little short but the graphics are good and the difficulty challenging.
And it is nice to have a cute end screen that end the story after the very difficult last level !
justinooncx
31. Jul 2017 · 17:08 UTC
A fun little platformer~ Seems like you decided to tie the player's health to opacity, which makes for a rather nice effect. The art is superb, but the character feels a bit too fast, vertically and horizontally. Especially hard to control him when jumping onto small ledges or through tight gaps! Still, I suppose you need to be fast to get to the next potion / purple thing, and it does give it another layer of challenge, along with your strategically placed gems! Good job~
Badosz
31. Jul 2017 · 21:38 UTC
Man graphics are awesome, gamplay feels good like classic old game and difficulty make me happy. Good Job.
XedithDev
31. Jul 2017 · 21:49 UTC
The graphics are really great. It's difficult in a good way. I would recommend slowing the player down just a hair because its hard to control sometimes. Overall a good game!
kromeboy
31. Jul 2017 · 22:06 UTC
I haven't died so much since Hotline Miami but I have completed the game. At first speed and jump seem odd but it add to the fun. In the last level I had to timeout a monster, and that is the challenging fun of an old school game.

Great Job!
ryzy27
31. Jul 2017 · 22:22 UTC
Nice platformer. I liked how controls work. Reminded me of Super Meat Boy. Level design and minimalistic UI is very nice.
aaforcebox
31. Jul 2017 · 22:35 UTC
Nice difficult game! Love the artstyle! Some feedback:
- Let the player choose how much he wants to jump. Just let the hero fall as the key released. This rewards skill.
- Move the 'full reset' key from T to somewhere far from R. I pressed T and lost my progress by mistake.
Rushar
31. Jul 2017 · 23:05 UTC
Great look and feel to this game. The art is great and the gameplay is challenging and fun at the same time. It's good enough that I'm going to come back to it later to try to beat it.
nidup
01. Aug 2017 · 10:25 UTC
What a lovely pixel art! I don't have windows on my PC but i would really love to test your game :cry: As it seems you used Game Maker, you may create a web build and deploy it on itch.io? This way, you could have more testers and feedback, if you do so, don't hesitate to ping me, i will test and rate your game :smile:
Agecaf
01. Aug 2017 · 11:20 UTC
Works on Linux with wine. I loved the fast respawns... My only problem was with the last level's length (I can now nail down the first part, but get insta-killed in the second 'cause I haven't had the time to memorize it). Focusing on shorter levels could have helped, so that there's not too much "redoing what you know how to do". That, or having checkpoints.

Having said that, the art is adorable and the level design is solid and interesting (with hidden gems, optimal paths that are not obvious, etc).
Agecaf
01. Aug 2017 · 11:20 UTC
Works on Linux with wine. I loved the fast respawns... My only problem was with the last level's length (I can now nail down the first part, but get insta-killed in the second 'cause I haven't had the time to memorize it). Focusing on shorter levels could have helped, so that there's not too much "redoing what you know how to do". That, or having checkpoints.

Having said that, the art is adorable and the level design is solid and interesting (with hidden gems, optimal paths that are not obvious, etc).
tgiant
02. Aug 2017 · 06:31 UTC
Good and fun game.
Very short tough.
Also would like to have a bit more time to get to the potions.
One mistake and your doomed.
Good job.
WillData
02. Aug 2017 · 06:57 UTC
Nice animations and congrats for making it through the jam despite setbacks!
FloBar
02. Aug 2017 · 07:25 UTC
Love the artwork and title. Fun little game. Well done.
Virtual Turtle Studio
02. Aug 2017 · 07:58 UTC
I really really liked this concept. The going invisible pretty quickly fits the fast paced gameplay very well and I had quite a bit of fun. The controls are super responsive. I would almost say, too responsive, in a way. It takes some getting used to (which is not necessarily a bad thing), but makes the 'jump up and move to another platform' motion a bit harder, since you'll be doing lots of 'I moved too much to the side and now bumbed my head against a platform'. This might just be me though ;) One more serious critique that made the game borderline-unbeatable for me: the reset button is 'R', which is a bit inconvenient in the first place, as you have to move your hand to reach it every time you die, but also 'T' is the button that resets the ENTIRE GAME! Everything I've gotten far into the first level I would die a lot and blindly hitting T would stop everything, sadly :( So some (possibly subjective) advice: Make spacebar the 'last checkpoint' reset button and maybe move the 'main menu'reset button to a button in the escape menu.

Anyway, I really didn't mean to ramble for that long, because I actually really love this game! Good job on creating it, I would love to play some more if you continue development.
Virtual Turtle Studio
02. Aug 2017 · 07:58 UTC
I really really liked this concept. The going invisible pretty quickly fits the fast paced gameplay very well and I had quite a bit of fun. The controls are super responsive. I would almost say, too responsive, in a way. It takes some getting used to (which is not necessarily a bad thing), but makes the 'jump up and move to another platform' motion a bit harder, since you'll be doing lots of 'I moved too much to the side and now bumbed my head against a platform'. This might just be me though ;) One more serious critique that made the game borderline-unbeatable for me: the reset button is 'R', which is a bit inconvenient in the first place, as you have to move your hand to reach it every time you die, but also 'T' is the button that resets the ENTIRE GAME! Everything I've gotten far into the first level I would die a lot and blindly hitting T would stop everything, sadly :( So some (possibly subjective) advice: Make spacebar the 'last checkpoint' reset button and maybe move the 'main menu'reset button to a button in the escape menu.

Anyway, I really didn't mean to ramble for that long, because I actually really love this game! Good job on creating it, I would love to play some more if you continue development.
Nek
02. Aug 2017 · 07:59 UTC
Very fun game although i wish the purple things were checkpoints cause im terrible at platformes :P got to the 3rd level tho,good game.
MiltonNH25
02. Aug 2017 · 08:48 UTC
Good job on the game. The concept was interesting and really well done. The art was spot on and looks nice. Game play wise, I felt the movement was a bit too sensitive which made some of the more precise jumps difficult to do. Overall, it was fun to play and I had a good time with it.
Alien
02. Aug 2017 · 08:59 UTC
Really awesome game and I really liked the idea of the game.It was really fun to play.greatjob
Shell Pirate
02. Aug 2017 · 11:09 UTC
This was a nice classic platformer. I liked the art quite a bit, but I'd say a slightly lighter color on the tiles would help them pop out against the background quite a bit more. The sounds were simple but functional and an ominous dungeon like music score would have added a lot to the atmosphere. The main mechanic isn't super original, but it is dynamic and quite a bit of fun. The controls are nice but there's definitely some work to be done until they feel just right. For example, the character is a bit too fast for the environment. The jumps are quite precise in places but he goes from 0 to 100 real quick so it makes them trickier than needed. I'd say either slow him down, or make it so he has a bit of acceleration when starting to move from a stand-still. The other main issue is that while the camera was nice and smooth I think it moves a little bit too slowly thus hindering the visibility of the player. Overall though, it's quite fun, functional and pretty so good work on that front!
Egor Iv
02. Aug 2017 · 14:12 UTC
Nice man, but I could not reach the end
Jupiter_Hadley
11. Aug 2017 · 13:21 UTC
Tricky game! I included it in my Ludum Dare 39 compilation video series, if you’d like to take a look :) https://www.youtube.com/watch?v=2_RV8hzvGH4
ChelDav
12. Aug 2017 · 05:13 UTC
Wow, this game is amazing! I'm not very good at it, but that just means I keep trying to win. I'm impressed by the graphics, the game play, the sheer creativity of the game, everything! Really the only thing that could have added to the experience would be music but I don't feel like it's less in any way for not having music, it's too awesome!
MagicSpore
12. Aug 2017 · 06:07 UTC
AAAA, very hard!!! :dizzy_face:
Belga54
15. Aug 2017 · 16:06 UTC
It was so hard, I got stuck in the 4th level. The graphics are so cool. Very polished for a 48hrs game. Good entry.
Ellian
20. Aug 2017 · 23:03 UTC
It's really hard! The controls could be tighter, the jump, and general movement are so fast it's kind of hard to control properly... and I thought the gems were real dumb/badly balanced until I figured out you have to be smart! They're real cool once you realise going back is an option ahah.

Wish there was some music, but overall, great work! Kudos~