Malevich in Budapest by 01FE7E
Check out the itch.io page
| Link | https://jnttzck.itch.io/malevich-in-budapest |
| Original URL | https://ldjam.com/events/ludum-dare/50/malevich-in-budapest |
Ratings
| Overall | 1058th | 3.227⭐ | 24🧑⚖️ |
| Fun | 1067th | 3⭐ | 24🧑⚖️ |
| Innovation | 861th | 3.136⭐ | 24🧑⚖️ |
| Theme | 1279th | 2.909⭐ | 24🧑⚖️ |
| Graphics | 614th | 3.75⭐ | 24🧑⚖️ |
| Audio | 883th | 2.659⭐ | 24🧑⚖️ |
| Mood | 893th | 3.295⭐ | 24🧑⚖️ |
| Given | 45🗳️ | 21🗨️ |
All the graphics look great and the was plenty of polish. It all sounded good too. You've done a great job on this all round.
Good stuff :8ball:
Strengths:
- Visual minimalism rocks!
- Varied gameplay. CHapter 1 was my favorite, I love having to deal with straightforward movement in an increasingly hostile environment.
Possible improvements:
- I fond Chapter 2 very hard to get a grasp on (you have to have a lot of momentum to actually jump, which removes a lot of your ability to control the sphere...or maybe I'm just bad).
Awesome job!
sure if that is what you mean by UX. Could you elaborate?
- in first chapter, when user gets away from the center, player gets slowed down, like a pulling force. Without a feedback this comes as a suprise and most of the time, player gets lost in that scene, and doesn't know where the center is
- in second chapter, player doesn't really know when the jump will be awailable, or what causes it the be slow. Needs to be played more than one.
- in the third chapter, I know you did this for design reasons and to make it hard but, clicking the player is hard and, user doesn't know when the dodge mechanic will be over. For example when dodge is ended in a bad situation like when a bullet is close; this becomes a suprise.
Ofc this mechanics can be learned after a couple playthroughs but still it is good to know how to suprise player by intention or mistake
Chapter 2 is, unfortunately, unplayable for me. I never made it off to another platform and it seems that, after the first attempt, you have very little "gas" to make another jump. There was even a time when the game loaded, the ball spawned and immediately rolled off the first platform before I could try to jump.
Chapter 3 is decent. It's the only game that requires you to read the tutorial because, otherwise, you wouldn't know that clicking on the player object would turn you invulnerable (compared to the other two Chapters that are somewhat self-explanatory). I wish you could shoot the enemy bullets just to add a bit more control on your fate because there's a point where there are too many bullets to dodge and you reappear just as another bullet gets to you. You're zoomed out far too much to make clicking on the player object reliable (clicking on something that is smaller than the cursor isn't ideal for me) and I think right-clicking for that action would've been better.
Otherwise, good stuff.