This is not only my first Ludum Dare game, It's my first time sharing my creations with the public! But before i describe the game, i just want to clear something up.
My account was created after the jam started. I actually had an account ready 2 weeks in advance, but i didnt like the username. I couldn't change it, so instead i decided to just make a new account. Anyways, onto the game!
In this game, you must use the arrow keys to navigate to the portal at the end of the level, while the void is constantly closing in on you! The game includes a total of 20 levels. 5 tutorial levels, 14 main levels, and an end boss. Throughout the levels, you must pick up items to open doors and grow back parts of the level that you lost to the void, and avoid cannons! The player's design is Scott Cawthon Inspired. I made this with one of my close friends, William. We made everything in the game from scratch. I did the programming, he did most of the sound effects, and we worked together on level design and pixel art. Overall, We're really happy with how the game came out, and we can't wait to hear your feedback! Enjoy!
I liked the art. It gives me a very "TI-84 graphing calculator" vibe. (especially with that font!)
I liked the final boss, too, with the different phases.
The collision detection felt a bit wonky sometimes with the cannonballs - like their hitboxes were a bit too big. Also, sometimes it was hard to tell which way a cannon was facing, so it was surprising when they shot backwards through the wall.
Overall I liked it a lot!
Next time we participate, we will take your advice into consideration, trying to make logic for certain features more clear and understandable. (However that may not be until next year because school) Also, I think it’s the player’s collision detection that was wonky, not the cannonballs’. The cannonball sprite uses a hit box the same size as the cannonball itself. Glad you enjoyed!
Boss fight was really really cool !
One bad thing is about difficulty progression, found some early level were way more difficult than some of the end.
Any idea?
I did find the cannons could be made a bit more fair if they telegraphed their attack and if we were able to see cannon balls when they go through walls (e.g. they becoming white).
I'm pretty impressed by the amount of good quality levels you've been able to make; sure they're all "simple", but no two felt like each other, and each had something interesting about it. I also really liked the fact that you let the player breathe and analyse the level before you start; it's a really nice touch. Well done!
The difficulty curve is pretty much on point, which is something I usually struggle to achieve myself.
The void is a little too forgiving in my opinion, the hitbox could match the graphics a little better, but that's ok.
Overall, a nice simple and fun game, really enjoyed it :)
The audio was well done. I like the retro sound effects, and I think the footstep sounds that are played while running are a really nice touch.
The theme was used in an effective way. I constantly felt like I was running out of space, which means you did a pretty good job at incorporating the theme into the gameplay.
The gameplay is quite fun. I think one thing that could be improved a little is the collision with the cannonballs. It's also a little hard to keep track of the cannonballs because they blend in perfectly with the walls-- those aren't really big problems, though.
Overall, I think this is a pretty neat game!
Your game idea id similar to mine.
Check it out: https://ldjam.com/events/ludum-dare/42/void-era
You guys already played our game: The legend of the looter and the incredible backpack that never runs out of space, so we can't do anything but thank you. 」( ̄▽ ̄」)
You've also packed a lot of content to keep us entertained for a while, congrats for an amazing work!