Hulagain by squimmy

Forced to hula in hell for eternity, a brave and befuddled soul climbs the circles of the inferno in search of salvation.
Press the arrow keys in the same direction the hula hoop is moving to keep it off the ground. Moving in the opposite direction to the hula hoop will cause it to fall slightly quicker.
- Created using Godot
- Music composed with Bosca Ceoil
- Art drawn using Pyxel Edit and paint.net
- Sound effects generated by sfxr
Changes: - 2020-10-05T02:58Z: Fixed an issue wherein the eighth level would not always complete upon reaching its exit.
| Youtube | https://squimmy.itch.io/hulagain |
| Youtube | https://squimmy.itch.io/hulagain |
| Youtube | https://squimmy.itch.io/hulagain |
| Youtube | https://squimmy.itch.io/hulagain |
| Original URL | https://ldjam.com/events/ludum-dare/47/hulagain |
Ratings
| Overall | 257th | 3.5⭐ | 33🧑⚖️ |
| Fun | 297th | 3.306⭐ | 33🧑⚖️ |
| Innovation | 27th | 4.177⭐ | 33🧑⚖️ |
| Theme | 28th | 4.323⭐ | 33🧑⚖️ |
| Graphics | 392th | 3.194⭐ | 33🧑⚖️ |
| Audio | 337th | 2.968⭐ | 33🧑⚖️ |
| Humor | 66th | 3.661⭐ | 33🧑⚖️ |
| Mood | 236th | 3.339⭐ | 33🧑⚖️ |
| Given | 34🗳️ | 39🗨️ |
I didn't manage to hoop very long, and didn't get enough feedback when I was hitting the right rythum, but still enjoyed it. I managed to make it half way across the second screen when a block suddenly vanished and dropped me back down to the start :) very cool little trick and would make the game a lot of challenge.
The levels were all super creative, too, lots of effort in making them all feel unique. I needed a moment to recover after Gluttony.
@luc-creationallabs Thanks! The game definitely has a couple of difficulty-related problems, particularly at the start. If I'd had more time, I probably would have spent it all on trying to make the hula hoop timing easier to understand...
Since the game mechanic is very different and a bit hard to get a hang of, it would be nice if the difficulty curve of the levels was a bit less steep. After the first jump there was a left jump, and then a trap that I didn't notice that reset me to the start.
I'd suggest using a different instrument for the main melody, or softening it a bit. I had to turn down the volume a lot! :sweat_smile:
@blobo I'm glad you liked it! The sound, graphics and gameplay are all admittedly a bit mediocre, so it's nice to at least see the humour landing well!
The art definitely needs a lot of work, mostly on the palette and the assets themselves. It was really hard to know where the hoop was, in terms of direction, maybe it would be better to have the loop appear bigger as a UI element or something like that.
I also really like the indication that the loop is about to fall off, and the helping arrows.
Gameplay wise I didn't feel like I used the hoop mechanic too much, there were some levels where I just brute forced my way to the ending.
Still The story, the delivery and the ending are phenomenal great job!
@glaciereclipse You're quite right. Some parts of the game suffer from poor readability due to things not standing out from the background properly, and I suspect it's at least in part due to the palette I chose. And the hoop is _way_ too small for being the only thing in the game that can directly kill you. I also had a lot of trouble trying to find the right balance in the difficulty of spinning the hoop, and how much it factored into the gameplay. Building the levels, when I finished the first level, the hoop seemed to make things so difficult it was frustrating. I overcompensated by rendering the hoop almost meaningless in the the rest of the levels (they were largely linear and were short enough to rush through before the hoop hit the ground). If I'd had more time, I think I'd spend almost all of it trying to better communicate the hoop timing.
@gabriel-dias-oliveira-de-almeida Thanks! :grin:
@jin9310 Thank you! I hope it wasn't _too_ hard.
I read right above that you made hoolahooping pretty much obsolete on higher levels - I definitely felt that, as I progressed through Gluttony/Lust/whatever else there was right away. Probably tweaking the difficulty a bit up on those levels wouldn't hurt, but then again I'd rather people saw this awesome ending than struggled with puzzles and gave up!
I ended up managing my hoop by a combination of instinct and the audio cues: after the intro level I couldn't use hoop visuals effectively to know when I was supposed to be pressing which direction. tbf that's about how I hula hoop IRL too: badly, using some vague attempt at instinct and not really knowing which way I should be going. But it might have been nice if that part were either more clear or more forgiving.
At a few points I was certain I was accurately following the arrows when the hula hoop got too low, but it went down anyway. It's hard to really gauge how the hula hoop is moving.
I did enjoy the character art, but the background art was a little bright. The lime green of the hula hoop against the yellow brick doesn't stand out much. Either darker backgrounds (preferred) or outlines for the character sprites would probably have helped there.
All in all, a solid entry, but ouchie my hand. :laughing:
Also, the victory condition at the end was super clever. This is definitely one of my favorite submissions! Nice job!
The problem is that it is such a difficult challenge I am incentivized to try as hard as possible to avoid it... and so, on every level except the first one, with the disappearing blocks, I simply ran through the level before my hoop had time to fail.
I really just don't see how to successfully move through the level *and* hula-hoop at the same time... any forward motion you gain is immediately canceled when you move the other way. And so this means that the only possible strategy is to build up some time to let your hoop fall, and do some normal platforming, and then hula-hoop for a while. But this is really hard! I could never really get the timing down if I wasn't hula hooping for an inordinate amount of time...
I think, really, the way to fix all these problems is a two-step process:
1. Make it straightforward to get the hula-hoop rhythm going, for the player
2. Design the levels around having designated places to hula-hoop to build up platforming time, that the player must locate and use appropriately
I think that would really make these mechanics work. As it stands, when I tried to hula-hoop on the first level, with the traps--I kept running into the traps. This is, I think, an unfortunate intersection of too many things at once--I had to keep track of hula-hooping and keep in mind the hidden platform! Had I been able to simply hula-hoop safely, I might have gotten more used to the game mechanics.
IDK. This comment is kind of rambly, but hopefully it's something to think about at least. :smile:
I also made a last-minute change of tweaking the timing of the hula-hooping and the tempo of the music to match each other. This makes the hula-hoop timing a little bit easier if you notice they match, but I didn't add anything to tell the player that moving in time to the music helps. Besides, the game was never intended as a traditional rhythm game so while they start out in sync, there's nothing to ensure they stay that way (I had problems making Bosca Ceoil output a track that looped properly, so when the music loops, it falls out of sync and is no longer in time with the hoop).
Anyway, I don't know if I'll ever revisit this game, but if I do I'll keep your comments under consideration.