Prism of Science by DubDisk

Lore
In a deep, dark quantum laboratory, there was a horrific accident. During one of the most ambitious experiments with unstable matter, something went wrong and the sacred portal has connected to not desired place. It unwittingly unleashed a vile creature from the outer world.
Be the one, who precisely controls its disordered mind. Assist it, to spread chaos in this peaceful world. But be aware, oxygen is a poison to the vicious beast.




Controls
- A, D to Move
- Space to Jump
- Left Mouse Click to Bite
- Right Mouse Click to Spit
Credits
- DewittSmith - Programming
- DubDisk - Graphic & Level Design
- QuQin - Sound & Music
Post Scriptum
| Youtube | https://gamejolt.com/games/prism_of_science/488640 |
| Original URL | https://ldjam.com/events/ludum-dare/46/prism-of-science |
Ratings
| Overall | 759th | 3.684⭐ | 40🧑⚖️ |
| Fun | 927th | 3.459⭐ | 39🧑⚖️ |
| Innovation | 1626th | 3.083⭐ | 38🧑⚖️ |
| Theme | 1052th | 3.736⭐ | 38🧑⚖️ |
| Graphics | 188th | 4.392⭐ | 39🧑⚖️ |
| Audio | 670th | 3.528⭐ | 38🧑⚖️ |
| Mood | 298th | 3.943⭐ | 37🧑⚖️ |
| Given | 39🗳️ | 29🗨️ |
The shake cam is a bit disturbing when you jump though :)
Can I find your game also on indiexpo website? The channel is linked with them.
I really like the art style, it has fantastic atmosphere. Starting music was good but the second track that triggers gets a bit repetitive, the SFX fit the visual style, but were too loud imo.
Not entirely a fan of the control changes, I almost prefer the original. Gravity only needed to be a little higher for the character, you want some level of float to the jump as it gives the player time to adjust in the air (see mario/super meatboy/etc). The main thing problem in the original was that you couldn't control the jump height, which you did fix in the new version! Though I would suggest modelling jump release as a gravity multiplier rather than zeroing velocity to avoid that abrupt feeling for shorter jumps.
The new version had a number of level changes, from platform sizes to enemy placement which made the game a fair bit easier. But in general the game was fun to navigate with a nice mixture of combat and platforming.
I also appreciated the increase in the health bar size, I didn't even notice it on my first play through haha. Though I think it would be easier to read if it had a "container" rather than sitting alone so you could reason about deltas better, as well as being left/right aligned instead of centred.
While the above are not "new" features, I do consider them "polish" changes that address non-breaking issues, so I won't consider them in my rating. I don't think changes should be allowed outside the time limit unless they fix problems that prevent people playing. Sorry for being a pain about that :smile:
The original submission was solid though, I had a lot of fun, and didn't encounter any bugs!
Greato Jobu! :smile:
Really good entry though, wish there was more!
Some critical feedback, tho:
1. Distance attach seems weak and not useful much
2. The health bar is not very visible - I've noticed only after I died 3-4 times. And overall, it feels like the game can be more lit without loosing much in atmosphere.
3. Some platforming segments were quite brutal
 - this one, for example.
(and, man, how dark it is there. I barely can read the screenshot)
The enemies didn't have any health bar or indication if they were dead, I felt that sometimes the corpse was left and I couldn't eat it or something but it was a bit hard to notice since they didn't really stand out from the background.
Some more work on the movement would be nice to get a better feel of the game but that is something I have struggled with every single Ludum Dare. Different people have different preferences when it comes to sensitivity and floatyness etc.
Well done overall!