Crazy Looper by LeReveur

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There is nothing to say about Crazy Looper. No funny story to explain why the goal is to stuck a wagon to the top of a railed loop (this is the theme, and I didn't find any other idea I was able to make), no complicated gameplay to explain (almost everything needed to know is writen in awfull orange on the level 0/tutorial screen, except that the strange button "/[S]" is for mute the sound), and no hidden trophy to find, all I can say is that you have 9 more levels to finish.
Now, I'm going to test your entries, so all I have to say is : have a nice day!
10/06: fixed bug with [S] button behavior
10/06: fixed "bump on start" bug
| Youtube | http://workshop.xenedon.com/LD47/ |
| Original URL | https://ldjam.com/events/ludum-dare/47/crazy-looper |
Ratings
| Overall | 842th | 3.47⭐ | 35🧑⚖️ |
| Fun | 596th | 3.515⭐ | 36🧑⚖️ |
| Innovation | 477th | 3.632⭐ | 36🧑⚖️ |
| Theme | 442th | 3.926⭐ | 36🧑⚖️ |
| Graphics | 1384th | 2.721⭐ | 36🧑⚖️ |
| Audio | 936th | 2.853⭐ | 36🧑⚖️ |
| Humor | 854th | 2.625⭐ | 30🧑⚖️ |
| Mood | 1210th | 2.983⭐ | 31🧑⚖️ |
| Given | 41🗳️ | 46🗨️ |
As to visuals and audio, I think the minimalism serves the game really well! I enjoyed the aesthetics and the smoothness of it all. Congrats on another finished game! :D See you next time (as I seem to encounter you almost every time I participate :wink:)!
About charge indication, at first there was not even the meter under the bar - I add it after testing because I needed at least some visual marks. Even without numbers, I found it sufficient at the moment, but as you said it, I understand that I could have give more indication.
@bitofgold : I didn't implement a full screen option in my tiny game engine, but theorically it's working even when using the zoom-in option of common browsers (the engine take the scale in account, so I guess this must work - I tried it on FF with [ctrl]+wheel and it worked)
@phi : I always playing my own games from start to end to be sure it's playable and can be finished. So, I don't know if it can helps, but here's how I do : I try one or two times to find globaly the amount of charge needed, and when I see I'm near the good amount (when the wagon stops just before the goal, or continue just a little after), I keep in mind the previous amount (I see where the bar stops with the meter under and I keep my eye on it) and I try to go just a little under or just a little over weither I want to stop before or after it stops the previous time.
And if we encounter almost every time you participate, that's because I start my rates with the list of published games from the ones I'm following - I mainly follow the ludumdarers that I liked one game before, so start by rating those is a good way to test games I could like…
The game is fun ! However it's kind of easy when you have understand the mecanics game. You just have to adjust your mouse of a fiew centimeter until you reach the area. Nice entry guys
The visuals are simple, but clear. What would've improved the graphics without any *extra* work required would've been an improved colour scheme, I think.
I'm happy there was audio, but my main critique in that regard is the power charging sound, which has tome artifacting clicks happening, and is all over the frequency spectrum with some overly loud bass tones. But I am nitpicking there, I am just happy there is sound. :smile:
PS : there is no end in my game The Basement because "you stuck in a loop". Tu redémarres inlassablement le même niveau - même ayant atteint le cœur. Discutable, mais poétique :)
I used my mouse to mark the last power attempt but it would have been nice if the ui did so itself.
I'm not sure if there's a potential downside, but it might be a tiny boost to usability just to keep the meter visible the whole time, versus flickering out and back in when you start a new run, making it more difficult to visually keep your place from the last run. I did get a few (I think three) of the levels on the first try, so it doesn't feel *too* unintuitive, if you just added some other mechanics to make people want to stay around long enough to get used to the friction physics.
Anyway. Drastically and intentionally overshooting the mark to zip through the loops was also a lot of fun, so if you're looking at a way to expand on this game mechanic, maybe you could play with that. Some extreme power modification options to try to loop through a whole course and back to the start a certain number of times? Extra loops (over jumps?) you can only access if you're at a certain speed? There are options.
As-is, good job on the jam game!