Super Overachiever 42000 Deluxe by suve

- What if classic platformer games had achievements?

- What if you'd gain achievements for pretty much everything?

- What if achievements stayed on your screen, as a proud display of your mad skill?
- ...and what if power-ups enlarged everything, not just you?

Find the answers to all these questions in Super Overachiever 42000 Deluxe!
| HTML5 (web) | https://svgames.pl/ludumdare/LD42/ |
| HTML5 (web) | https://svgames.pl/ludumdare/LD42.zip |
| Source code | https://github.com/suve/LD42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/super-overachiever-42000-deluxe |
Ratings
| Overall | 241th | 3.568⭐ | 75🧑⚖️ |
| Fun | 306th | 3.342⭐ | 75🧑⚖️ |
| Innovation | 264th | 3.368⭐ | 74🧑⚖️ |
| Theme | 212th | 3.847⭐ | 74🧑⚖️ |
| Graphics | 355th | 3.267⭐ | 75🧑⚖️ |
| Audio | 393th | 2.807⭐ | 72🧑⚖️ |
| Humor | 48th | 3.646⭐ | 67🧑⚖️ |
| Mood | 244th | 3.179⭐ | 69🧑⚖️ |
| Given | 83🗳️ | 71🗨️ |
There are some cool little details, like hitting the walls and ceiling, or enemies dying to spikes, which all counts towards the achievos. The level design is amazing. Got to level 4 in like half an hour and had to restart because it became pretty much unplayable. Then got to it again in 5 minutes and it still was hard to see. I'm gonna try to beat it later.
I do wish gravity was a bit stronger. The jumping feels "floaty" which makes it hard to land on people's heads. Great sprite art.
The concept is interesting though only purely cosmetic. I don't really get how the making everything bigger powerup is relevant to running out of space. Making the screen completely impossible to see eventually... I just don't see the appeal, or challenge. Is the challenge to not get achievements as you progress? Is that even possible? Maybe? But it's not clear as you don't know what gives you the achievements so you don't know what to avoid. Getting to know them through repeat plays might work but that's not really satisfying as it is right now.
Interesting ideas, maybe they could go further, hope you get to further the core mechanics!
A really creative take on the theme! You clearly put a lot of thought into level design in a way that complements the achievements, that coin trap near the beginning of level 3 was especially devilish. I never managed to make it past level 4, that was always when the third bottom row of achievements would fill up and I had to restart the game. I'm just not good enough at platformers and/or avoiding coins. Either way, amazing what you made of the 48 hours of the compo, great job!
I personally think you got the controls right. Yes they are floaty but with the way the levels are, they need to be floaty. Its all to familar but I enjoyed the game loads.
It would be nice to see what achievements you got - or have a description of them when you clikc them etc... The pics give you a clue but im not 100% certain.
Overall, a fun entry.
good luck
On the other hand I found the controls a bit too slippery, and restarting over and over got very repetitive. It would have been better with checkpoints, lives, or some way to continue the exploration of the map. Also I felt a bit aimless: should I try to get all achievements or explore the map, and why am I even doing this?
Overall nice concepts and implementation!
Very well thought out take on the theme. Was really fun to play.
I would prefer a jump mechanics where you can controll the jump height by holding down a button.
Other than that i enjoyed myself quite a bit. Nice game!
The jumping was bit too floaty for my tastes.
- For a platformer like this I think it's important that the controls are really tight and feel fast. In this game I'm really floaty, both because I can't do any "low" jumps (by just tapping) and because I spend too much time in the air. With the single-hit deaths, it became sorta frustrating. Checkpoints would have made it ok, too, but tight controls are the best!
- I get that there's only 48 hours in the weekend, but it would have been nice if there was a more creative assortment of achievements! Most everything is just do some game event X times. Having them come with a little explanation would help make that more fun.
Overall, I had fun playing this!
I'm not that good at platformers, so I actually want to know - are there really so many achievement that they hide all the screen? Wow! And is there's achievement for the pacifist run?
Shame it has no music, since a simple but not too repetitive bgm would have made the die & retry difficulty for level 3 onward feel less present (immersion contributes to player patience). Besides that I felt that collisions with enemies were not very accurate, as there were times where I should have stomped and died, or vice-versa.
Really cool game, well done!
Note: I had to launch it with Opera, as on Firefox and Palemoon (firefox fork) it was stuck on the loading screen (respectively 92 and 72%).
I don't think I understood the "Big" version. Was it simply an extra life?
Overall I think you have a decent 1st draft. I hope you keep working on it.
It didn't wind up as fun to play, since the gameplay itself is a plain standard platformer and nothing else to give interest. The unique thing is the acheivement hoard, which is more frustrating than fun. Still, I enjoyed seeing the clever idea even though it's not a game I wanted to play very long.
Like too the fact that having a second life makes you run out of space and so it becomes complicated to keep it ^^
Really great compo game congrats !!
By the way please feel free to leave us some feedbacks on our game!