Timmy and the Snowflake by C0nst4ntin
This is a small Platformer I made! It is the 2nd Platformer so it isn't the best. To get the idea you can either watch the intro video in the program or go down to the point "-IDEA:".
- HOW INSTAL:
- 1: Download the .Zip
- 2: Extract all files into a Folder
- 3: Run the file
-ERRORS: - If the Game freezes and you get a blank screen: - You need to extract the files and folders into the same folder as the Game.jar
- If you find a new Error make sure to write me in a comment!
-CONTROLS: - ArrowKeys or W,A,S,D - R to respawn
-ABOUT ME:
-IDEA: - The idea is, that you are a small Homeless boy called Timmy and one day you see a snowflake and you like it so much that you decide to leave your "SMALL WORLD" in the underground to get out and find the Snow!
-DOWNLOAD: - Code: Comming! - Windows / Mac Os: https://www.dropbox.com/s/m70k67g1dv8gu3j/TimmyAndTheSnowFlake.zip?dl=0
That's it have fun!
Ratings
| Overall | 505th | 2.643⭐ | 44🧑⚖️ |
| Fun | 504th | 2.293⭐ | 43🧑⚖️ |
| Innovation | 501th | 2.25⭐ | 42🧑⚖️ |
| Theme | 426th | 2.875⭐ | 42🧑⚖️ |
| Graphics | 263th | 3.293⭐ | 43🧑⚖️ |
| Audio | 287th | 2.825⭐ | 42🧑⚖️ |
| Humor | 316th | 2.333⭐ | 32🧑⚖️ |
| Mood | 300th | 3.027⭐ | 39🧑⚖️ |
| Given | 40🗳️ | 35🗨️ |
But thanks for the feedback.
Things I found cool :
- Graphics (especially the player sprite)
- Voice at the beginning
- Your game tells a story
Things I would improve :
- Controls : I think it's the most important thing you can easily fix. Try to make them faster, and smoother
- Collisions
- Sample length (for music)
- Level size
Good job, carry on !
The voice acting is good, and the graphics are nice, especially the main character!
The collision code definitely needs some improvement, having to re-jump after every landing, just to be able to walk again, was becoming annoying :-)
Keep working on games! :smiley:
*I really like you take on the theme here, it's actually rather interesting.
*The graphics look great. They really do.
*You might want to consider making the music longer as it gets repeditive pretty fast.
*The collision system is (as a lot of people have already pointed out) quite flawed and I got stuck pretty often
*The voice in the opening animation sounded really good
The story/background was quite nice.
While jumping around is definitely something used for challenge in some games, I found this not challenging at all. But without some better controls I would not want to attempt more challenging jumps.
Nice work!
- If you press the space bar while jumping the jumps seem to come up short and stiff, particuarly with running jumps. I found just using the arrow keys works a bit better.
- I liked the player character's graphics.
Overall great job for your 2nd LD! Looking forward to playing more of your games in future events.
I liked that there was music, but it was a little repetitive.
As others already said, the controls could have been a bit better. I understand that this is your second platformer though, for that it's already pretty good! I didn't get stuck, at least, I know that was different in my second platformer. :P
Also, I didn't play very long (as I really couldn't get used to the controls and sometimes fell into a pit without a way to get out without restarting, please don't have that mechanic) but I didn't really encounter any gameplay beyond jumping around. I think that would've improved the game, as there are lots of platformers already so it's nice to have some unique gameplay. But maybe I just didn't look long enough!
Minor points:
- The bottom text on the menu is pretty hard to read.
- The jump sound effect doesn't really fit.
- I liked the intro very much!
I might alao change the jumps a little.
I think the controls can be made a little more "tighter", so that movement doesn't feel too imprecise. The collisions are also a bit strange at times, but those are very minor issues. Overall, I think this is quite a good job, especially for your second Ludum Dare. Keep it up, and I hope you'll continue participating in the future! :)
Congrats on making a game! :)
I've made it to the end.
Only challenge make you hero jump. Sometimes he jumps a little bit. And do not move after.
But the best thing is when you fall down his coat was waving. That sweet detail.
Anyway, nice work and thanks for game without killing anybody. ;)
If you could play and rate my game would be appreciated!
Link: https://ldjam.com/events/ludum-dare/38/final-front-planetary-defence
For feedback - it would be great to have more of a challenge and obvious "end goal", if you don't do further iterations on this game, it would be nice to implement in your next project!
I liked the intro, very cool voice acting. But overall there is still a lot of work to do.
Player graphics looked nice, walls too. I saw that in the resources and the map file you have different edge pieces defined, so a big improvement which you could have managed to do in a lot less time than complete player animations would've been drawing all those edge pieces to make the dungeon look more pleasant.
Regarding the controls, one simple improvement is to not stop the players horizontal speed completely once he touches a wall. Just check every frame whether you can go to the next tile, so the player doesn't have to press the key in the direction he was going again...
Of course the collision bugs should be fixed, my guess is that you move the character first and then check for collisions. If you do collide and stop the player, then he is already stuck in the block. Try keeping the player position as it is while checking for collisions and if nothing blocks the way, move the character :smiley:
The level design was a little flawed, especially the blind falls into dead ends which I could not escape, nobody likes that :/ Try either giving the player a larger field of view so he can see whether a pit is a dead end or a passage or removing those dead ends in general...
I noticed you left a temperature bar in the assets, which I can only guess would have been some kind of compass/positioning system, would have been a cool addition :smiley:
Oh, and the tiles glitching... I think you used a self written engine, didn't you? So I'd suggest making sure all the tiles are updated every frame or even going as far as implementing a camera system for managing all that. Of course, the easiest (and probably best :grin:) solution is using an existing engine :smiley: