You will fall by adobobo
You will fall...
Ludum Dare 50 : Delay the Inevitable
Faced with a mysterious massive space structure, you traverse the unknown in search of the treasure that might lie ahead. But gravity is not kind, and the terrain just as brutal. Be ready, cause you will fall.
Throttle : Up / W Steering : Left - Right / A - D Pause : Escape
-ado
| Link | https://adsigua.itch.io/you-will-fall |
| Original URL | https://ldjam.com/events/ludum-dare/50/you-will-fall |
Ratings
| Overall | 710th | 3.519⭐ | 28🧑⚖️ |
| Fun | 425th | 3.615⭐ | 28🧑⚖️ |
| Innovation | 1201th | 2.692⭐ | 28🧑⚖️ |
| Theme | 1122th | 3.212⭐ | 28🧑⚖️ |
| Humor | 1017th | 2.333⭐ | 23🧑⚖️ |
| Mood | 682th | 3.481⭐ | 28🧑⚖️ |
| Given | 24🗳️ | 26🗨️ |
The fact that the walls are 3d made it a little tricky to tell when I was going to hit sometimes.
I'm not too sure about how well it fits the theme but gameplay wise it was one of the most enjoyable games of LD50 that I played so far. Good job!
Also, I got to this game because my team made a game with the same name haha. It's quite different but similarly to yours also pretty hard ^^
The side to side movement is clean but I felt my inputs being eaten if I tried to turn on and off the thrusters too fast.
At some points there was not enough contrast with the walls, the background, and the rocks so it was harder to see.
I really like the controlls. The only issue i had is that some of the small rocks were really hard to see.
Great to see that many people thought about space games!
I think the level design/difficulty slope is really good. It's clear you've put considerable thought into how best to let the player discover the mechanics for themselves, and slowly gain a bit more confidence/mastery with each section. I went from start/stopping my thrusters like a n00b to feeling like i was a master, even beat one part by doing a somersault and felt like a badass.
The mechanics (keys, rocks) are really simple but you put them together in creative ways that provide an interesting challenge.
Sadly I could not finish this on my lunch brake, but it was 23 minutes of good fun for me. Might come back and finish it later! (MINOR SPOILER: I got to the part where you need to carry a key through a series of narrow passages, companion-cube style)
Constructive crit:
- When restarting from a checkpoint, I'd make the protective shield/bubble pop only on the player's first keypress
- parts where rocks move up/down (as opposed to side to side) confused/disoriented me at parts, i wasn't sure of my speed and actually made me feel a bit giddy. I'd rework those parts so that maybe there are more features on the walls/background to give the player a better feel for their orientation.
@japes @milan8890 @ldp @fluri yeah contrast or some sort of indicator for where the asteroids should appear was one of the main feedbacks I got from others as well. It was definitely an oversight on my part, I got too much absorbed with the ending part of the game I wasn't able to polish the middle part of it.
Anyways I'm just happy to see feedback and criticisms from everybody.
PS. The ending has a short boss battle and it starts at 21800Km.
I might add a cheat code/shortcut just so people can test the last levels before the jam ends, but idk yet.
I prefer the way our game looks but I prefer the more progress based, fast paced gameplay of ours. Having to retry the same route again and again wasn't motivating to me, although the sound and again, visuals are really striking!
Keep up the good work!
Though it was nice to have clear visuals of the progress, I think the placement would have been better in one of the lower corners or perhaps even a semi-transparent overlay dead center when reaching a milestone, because the way the map and the game worked, the upper left corner that it occupied now sometimes obscured what was ahead in a way that didn't feel intended.
In a way (maybe it said so and I missed it), but the main focus for the player is really reaching the next checkpoint and while not knowing exactly how close you are is beneficial for suspense, getting some indicator for closeness to next save might also improve the suspense and will to retry should one fail. In the same vein having some health to the vessel perhaps combined with limited retries from checkpoints may also increase the intensity of the game.
In general though, a very well made entry.