Claustrophobia by DangoGameDev
Claustrophobia is a small puzzle game. This was my first full entry into Ludum Dare and I feel I have learned a lot about how fast I am and what I can do in a set amount of time, I was more careful this time and chose a project I knew was going to be manageable and I hope to be riskier next time.
| Windows | https://1drv.ms/f/s!Ao14ElNL8wTtbaeJHUJ2th48Mts |
| Original URL | https://ldjam.com/events/ludum-dare/42/claustrophobia |
Ratings
| Overall | 583th | 2.976⭐ | 64🧑⚖️ |
| Fun | 611th | 2.708⭐ | 62🧑⚖️ |
| Innovation | 625th | 2.597⭐ | 64🧑⚖️ |
| Theme | 470th | 3.308⭐ | 62🧑⚖️ |
| Graphics | 197th | 3.658⭐ | 62🧑⚖️ |
| Audio | 444th | 2.672⭐ | 63🧑⚖️ |
| Mood | 121th | 3.516⭐ | 64🧑⚖️ |
| Given | 58🗳️ | 57🗨️ |
However the game ended for me when I swung my hammer at the exit. I was a bit disappointed that the solution for the game was just to smash the exit door, but then I realized it was probably a bug and restarted the game to play it the intended way.
Good job!
But yeah, the hammer is a bug. Shouldn't work that way haha.
Loved the graphs too :)
Keep coding :)
Might be more interesting if instead of the spikes being timed, they instead close in on the player when they make an error in the order of pressure plates they step on - this might give a bit more feedback to the player on how they are doing, and some more time to think about the puzzle itself.
As others have said it is very short too (although I understand that giving the development timeframe!)
Well done!
But too bad, Windows only .... :-(
1. It's basically impossible to complete in one go. You have to learn the switch pattern to succeed.
2. Mouse sensitivity is sky high.
Other than this it's a little short to properly evaluate it as a game idea.
Little technical feedback: the mouse sensitivity was way to high for my taste, I use a mouse with pretty low dpi and sensitivity already and it just felt really fast anyways.
I think theme and mood are the best executed positions in this entry!
Could really use some hinting system for stuck players though.. I had to look at your comment to finish the game :sweat_smile:
It's our first entry too (but in team so it's surely easier :) )
I think you could make the game easily longer and more fun/understandable for players if you introduced mechanics one by one. You have three mechanics in the game so far: spikes, pressure plates and hammer that destroys boxes/shows levers. What you could do to make this game way more appealing is to create separate, similar rooms in which you introduced all of them one by one instead of throwing them all at player at once.
So first, you start with empty room with just spikes - player goes through it, notices that spikes are a danger here, "alright, I gotta beware of spikes!".
Then, you put a single pressure plate in the middle - player presses it and door opens.
Then, you put two or three of them and player needs to figure out the order of pressing.
Then, you add a lever. Then, a hammer and a lever.
This way, you can make the game longer with assets you have already but teach the player through the gameplay itself.
Also, the pressure plates should have audio cues that tell player whether he does it in a good or bad order (it's a very simple trick to teach people how to do stuff).
I hope this was helpful!
Anyway, I love the ambience and graphics of your game, it looks really great! :thumbsup: