Whatever It takes by BurnerReborn
Go deeper and deeper into the abyss to find your dead wife in the after life. What you find may shock you. Be careful what you wish for.
Welcome to our Ludum Dare 48 Game Jam Entry! Whatever it takes is a 2d platformer that uses layer transitioning to go deeper and deeper in the abyss! You manipulate layer transitions to go deeper into the save and save your wife!
Game Designer: Lance Jones aka Burner Reborn
Artist: Knightsofsummer
Programmer: Mohammed Alzakariya
Composer: Jose Rubens Kassai @zkassai
Audio Designer: Flilipe Campos
Technical Audio Designer: Lucas Emidio
Ratings
| Overall | 642th | 3.667⭐ | 38🧑⚖️ |
| Fun | 1092th | 3.23⭐ | 39🧑⚖️ |
| Innovation | 56th | 4.23⭐ | 39🧑⚖️ |
| Theme | 497th | 3.946⭐ | 39🧑⚖️ |
| Graphics | 918th | 3.676⭐ | 39🧑⚖️ |
| Audio | 771th | 3.361⭐ | 38🧑⚖️ |
| Mood | 893th | 3.514⭐ | 37🧑⚖️ |
| Given | 13🗳️ | 11🗨️ |
I was amazed by your work guys !
Well done :)
Love the art!
And LOVE the music!
I do wish it was more clear which layer the platforms were on. Maybe some different colors or symbols or something.
Also I keep forgetting which buttons go back/forth and it feels kinda awkward (in my opinion) to hit the Q/E buttons. I would've maybe put them on the left side of the keyboard since my left hand was completely free while playing the game.
Another thing that I'm not quite sure how to put into words, but movement felt a little janky especially when moving between layers.
I would agree with others that the difference in platform depth is unclear. Maybe three color shifts (One for the current depth, and one each for a depth level in either direction)?
Will come back to this and see if I can make it through the whole thing. Nice job!
It was a novel idea though to traverse a 3d space in a purely 2d game, and it was very creative of you to think of it.
First of all there is a wall of text in your intro. Fair enough, this gets information across. I do this myself when I have no time and forgot to introduce the controls properly, that is what happened to me this LD :-) But still, a nice little tutorial level demonstrating the controls and letting the user do it rather than read about it, that is what really makes you internalize controls. Reading and trying to remember a bunch of things is hard. Remember that a person can keep 3 to 7 things in their head, I count 9 pieces of information on your front screen. This seems a little overwhelming to me. In our game I tried to circumvent this by really choosing the right words, i.e. the lowest number of words, to describe the controls and I animated them to make them stand out against the background and introduce one at a time. I feel that items appearing one by one, rather than a wall of text, are less overwhelming.
Escape key to pause first gets me out of fullscreen, I guess this was not intentional and it is not a bad thing, I just noticed it. It takes me out of fullscreen, then when I press it a second time, only then will it pause the game.
I read something about E/Q for controls, then forgot it and dropped into the world. Left/Right to walk, Space to jump. Now I try E and drop to death, seemingly through the ground of another platform. Only when I go back to read the start page again do I notice that it says Go Forward and Backward. Nice mechanic, I like the 2D but really 3D game idea. But in this case I can hardly get a feeling for when I am on which plane. I had to press E three times, this also makes my guy jump, to get to the platform below me. I guess that is because this is supposed to be kind of secret place, right? I can only get out of there by hopping a lot. Placing this right at the start of the game when I do not even know how to handle the controls feels a bit daunting.
I like that jumping has that extra frame that you are allowed to drop off the platform and still be able to jump. I have read about that and it has a specific name but I cannot remember it. Something like weasel frame. Do you know what I mean? What is this called? Wow, actually it seems to be 10 frames or so.
When I die and respawn I sometimes jump. You seem to be missing some reset code after deaths.
Some people hate jump puzzles but I don't, I find them OK when the controls are tight, like Super Meat Boy. Your controls feel a bit laggy. Jumps are hard to time. Along with not knowing which plane I am in makes me drop to death a lot.
I love the little guy and his idle animation. Also the sound effects are cute, sounds like you just hit your desk to make the foot steps :-D
The atmosphere is very nice, your pixel skills are supreme! The backgound, the color palette, it all fits together. The music adds to the slightly dark and depressing feeling of this world. Very consistent, good job!
Now I have had enough, this game is too hard to get right, as I said above, and it frustrates me. This is a pity, I really like this game. The esthetics, the idea, very nice. But for a jump 'n' run the main thing you need to get right are the controls. Maybe focus on those first in the next LD.
I know that my review sounds a tad critical but please do not get a negative vibe from it. I have nothing but respect for your cool creation. It is really minor things that could be easily fixed that made me quit this game early. But what made me stay is the great graphics and an interesting idea. You have everything it takes to get to the top of LD ratings, I look forward to your future creations!
I just tried cheating my way to the platform waaaay in the background below the starting point by hittng E 10 times but I could not make it :-D
Good thing you get 4096 characters per comment :-D
Edit: only now I see that this is not a Compo game and that you are multiple people, so please each of you take the feedback that falls into your responsibilities ;-D
One of the best games I played so far.