Vertical Diamond Deliveries by reecpj

[raw]
made by reecpj for Ludum Dare 48 (COMPO)

Jump down the never-ending mine-town and find the recipient.

Deliver the diamond you are carrying to the owner's door.

Hold the mouse to preview your jump, look around with the mouse, then confirm by pressing jump

Respawn takes you to the last place you jumped from.

If the respawn place is bad, jumping down for a few hundred metres then respawning again should fix it. deeper01.jpg

Made in Unity and Houdini New Project.jpg

Ratings

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Feedback

saintchristopher777
26. Apr 2021 · 23:26 UTC
Nice! A little tricky to get the hang of, but it kept me trying until I made the delivery (249 seconds on that one)!

Moving the UI out of the way would be nice though - the buttons kept getting in the way. Also, was there an exit option anywhere? I had to alt-f4.
blockerz
26. Apr 2021 · 23:54 UTC
I like the concept of a targeted jump between platforms. I struggled with the buttons blocking areas I wanted to go. Nice job.
UkuleleFury
28. Apr 2021 · 19:04 UTC
Cool, that was fun and unique! I think it was a little too hard to aim--I had a success rate of about 25%... But nice graphics and interesting mechanic!
anchorlight
29. Apr 2021 · 07:58 UTC
The aiming took me a while to understand, but all in all this is a solid entry.

A few critiques. Starting off, I ran into some pretty bad performance problems with this game. If this isn't the case for anyone else, it may be because I'm playing your game on Linux with Wine, but I found that holding down the mouse button to prepare a jump would cause the framerate to plummet until I let go. I think your method of calculating the jump or displaying a preview arc may be very performance-intensive, possibly from some expensive calls running every frame. It's not an issue here as the game more or less waits for you to be ready for a jump, but I figured it was worth mentioning in case you're able to fix it.

Second, I feel that the risk of falling isn't fun as it _never_ leads to any lucky landings. It basically means that you should retry the jump right away as you will certainly miss by a longshot-- I feel that if a few bridges were longer than others, it would at least give the player a fighting chance of landing before it's too late.

I found your graphics to be very appealing, and as for audio, it's a 48 hour compo and I can't complain too much about that. The jump itself felt solid and predictable, and if not for the rough UI I'd say you have a pretty polished mechanic ready to go.

I do have a small bug report, though. When retrying near the edges, I was occasionally able to glitch the game so that I respawned inside a wall at the wrong distance from the objective.![Screenshot from 2021-04-29 03-48-54.png](///raw/9a0/53/z/4183f.png)

Another small thing, and this one IS entirely on me because I'm on Linux; the ability to quit the game with Esc would be very helpful as I am unable to Alt-F4, and otherwise have to end games from the System Monitor. It's not a huge deal, but it would be greatly appreciated.

All in all, you put out a solid entry and I'd be interested to see if you added more gameplay elements to spin this into something greater. Nice work! :slight_smile: