Helevator by bemmu
Run in Chrome if you have it, might not work well otherwise.
You needed some extra cash so you became a delivery guy, but you had no idea what you signed up for.
WASD to move & right-click drag for mouselook. Hold shift to run.
While the game loads you'll briefly see a black screen. When the game starts you are facing a scribbly wall, so look around to get your bearings.
Written in JavaScript with the BabylonJS engine. To see the source code, just "view source". I only had time to test this in Chrome on Desktop, sorry. I know your fav browser is so much better please forgive me!
| Link | http://helevator.club |
| Link | http://helevator.club |
| Original URL | https://ldjam.com/events/ludum-dare/48/helevator |
Ratings
| Overall | 859th | 2.583⭐ | 20🧑⚖️ |
| Fun | 801th | 2.639⭐ | 20🧑⚖️ |
| Innovation | 555th | 3.028⭐ | 20🧑⚖️ |
| Theme | 620th | 3.306⭐ | 20🧑⚖️ |
| Graphics | 783th | 2.667⭐ | 20🧑⚖️ |
| Audio | 295th | 3.417⭐ | 20🧑⚖️ |
| Humor | 67th | 3.75⭐ | 20🧑⚖️ |
| Mood | 662th | 2.889⭐ | 20🧑⚖️ |
| Given | 23🗳️ | 9🗨️ |
I guess its strength is in the humor, but yeah an elevator was a good idea.
I didn't hate it, the story could have been longer and I would still have enjoyed it :)
You have a nice voice!
It seems like you might have an interesting game here, completely voice acted none the less. I wish I could experience more of it :/
I think games could use voices more, because talking to a mic vs. typing dialog isn't that different in effort, but makes a game instantly more interesting (and also playable for kids who aren't that comfy with reading quickly yet)
A few observations:
- At the very beginning, where you're just facing squiggles on a wall, I wasn't actually sure if the game had loaded properly or not. I see now this was in your description, so apologies for not reading that... but I think it would be fine to just have the player start facing the elevator anyway.
- I had a bit of trouble hitting the button inside the elevator because I didn't know I was too far away. Maybe increasing the range on that, or using a cursor other than the "interaction hand" icon when mousing over it from out of range, would be good. (Or maybe that's not even why it didn't work sometimes?)
- For moving the air conditioner, I would have liked it if it was my inputs that caused it to move, rather than it reacting to me being in front of it. And maybe if you slowed the player down, it could really help sell the idea that this thing is heavy. Having to do it one step at a time wasn't too bad, but when it came to doing it backwards, I kept stepping too far away, so I'd have to move forward to get back into range. So it was a bit of a finnicky dance there. It also meant that I wasn't looking at the devil for most of that area, which is perhaps a bit of a shame.
- I would have loved it if high-fiving the guy at the end was also a button to click (with an approriate voice line if I ignored him).
I think smoothing out those interactions I mentioned (button presses, carrying) would improve the general experience. Then the player's not distracted by little things, so they can focus more on the positive stuff, like funny dialogue.