UMBRELLA REVENGE by SAGIII

| Link | https://yudi-games.itch.io/umbrella-revenge |
| Original URL | https://ldjam.com/events/ludum-dare/51/umbrella-revenge |
Ratings
| Overall | 348th | 3.722⭐ | 83🧑⚖️ |
| Fun | 605th | 3.36⭐ | 84🧑⚖️ |
| Innovation | 1092th | 2.638⭐ | 82🧑⚖️ |
| Theme | 532th | 3.71⭐ | 83🧑⚖️ |
| Graphics | 67th | 4.463⭐ | 83🧑⚖️ |
| Audio | 61th | 4.14⭐ | 84🧑⚖️ |
| Humor | 338th | 3.291⭐ | 81🧑⚖️ |
| Mood | 180th | 3.924⭐ | 81🧑⚖️ |
| Given | 58🗳️ | 79🗨️ |
Still a great game!!!!! Congrats to the team!!!
The biggest piece of feedback (and I mention it in the accompanying video below) is **Blind Jumps**. As the developer, you know what's below you. You made the stage, so you know where to go. I have no idea what's off screen below me, I just have to jump down and find out, potentially landing on spikes and needing to reset. That's definitely something you want to avoid in the future.
Anyway, here's the aforementioned video of myself playing your game if you want *even more feedback*.
https://www.youtube.com/watch?v=C1t4-ZNMJuw
That was our first Unity project and we lost time needed to adjust Game Design further.
I hope you still had a great time!
Unfortunately, the controls are not very good. I'm not entirely sure why this is, but my theory is that the input delay combined with the high air-acceleration makes it really easy to overshoot your jumps by accelerating for longer than you intended. The wall jump feels pretty bad to use since it doesn't shove you away from the wall. And as others mentioned, there are some blind jumps, which should always be avoided in platformer level design.
Control issues and blind jumps aside, the levels were well designed, testing different parts of the player's set of moves. They were simple, but they did the job.
The artstyle was great, but that can only make up for so much since the most important part of any platformer is the controls. And this game's controls did not feel good to me. If you fixed the controls, I think this game would be a really strong entry.
Yeah, the wall jump needs some more attention, but this entry is one of the better ones I've played so far.
I got very scared on the last level that the timing would be wrong haha
Keep it up :D
I wasn't sure if its WebGL problem or not, there seems to be a little InputDelay. Somehow positioning myself precisely wasn't easy. But the Level Design did feel challenging which looks good to me!
Btw, borrowing the concept of Celetse. You could always speed up your respawn transition, that encourage players to retry instantly without too much frustration. Especially with a game with Traps and difficulty!
I do see the mechanics of wallJumping that feels exaclty like Classic GBA Game RockMan Zero which is great!
I suggest to add a animation state / VFX to tell players they are wallClimbing. Overall I enjoyed your game! A solid craft for a 72hrs work!
We love it!
I may sound a little harsh, but this flaw is really ruining the experience, that would be simply amazing without it. The art style is great, the storytelling is really cool and the gameplay is pretty smooth. That kind of game is my jam, and you seem to have a lot of talent, so learn a bit of level design, and you'll make wonders !
I think the challenge is similar to super meat boy, which is very stylistic and interesting. I enjoyed it. Leaving the blood on the spikes would be a nice touch imo! Gj!
but 10/10 tho, push it forward!
I liked the Hollow Knight aesthetic, but I must say even though the music was good, I don't personally think it matched with the aesthetic of the game as well as a calmer and moody would have done. But I get that it was kind of humorous, like the cut scene in the beginning. So not a big deal :smile: The game looked so much like Hollow Knight, so maybe I just expected something like a Hollow Knight music since I have played it a lot :joy:
Level design was great in my opinion, and it offered a nice challenge, (especially the last level for me). I don't know if I just sucked, or the movement felt sort of clanky at some points, for example when wall jumping, but easily for the majority of the game it was very playable. The fact that there was an area where you needed to be in the end of the 10 seconds was really amazing in my opinion, and that it was in different sizes and shapes. Made the levels a lot more interesting!
Probably my favorite part of the game was the transition animations, those were very well done. Overall, all the animations were well made. :thumbsup: All the graphics were good and I think those animations complimented them to be even better. The timer for 10 seconds a level was also a great idea, forgot to mention that.
For a Ludum Dare entry, it's impressive how you did the game from beginning to the end so well, and it just felt very polished overall. So except for the minor criticisms that came into my mind, it's a really well done game. Congrats on the entry! :v:
The difficulty is quite too hard though, i couldn't finish (i maybe would have, if i had more time, but i tried for a good 20 min). This is, i think, mostly a problem on the controls level. You just wish you had more response to the directions, and more reactivity in general. Level design seems really carefully crafted, but sadly it takes a lot of time to complete some levels, even though they feel like they should be easier ! But of course, it's a jam, and when this is the only thing you can complain about, it's a great thing ! :)
Art and music are reaally nice, they give the game quite an identity that reminds a bit of hollow knight ! (music doesn't loop though, i felt sad i had to play a bit without it haha)
@steing The music loops but I hadn't enough time to fix the bug. ;(
But man am I bad at platformers :sweat_smile:
Nice moody audio and cool art style.
@karen-shum @jim-jagers
We lacked of time because of git issues and school so the controls aren't illustrating what we wanted to do.
The white screen at the end is normal because of the issues I spoke about.
There is actually way more amogus on the game than you think.
The artwork, sound design are amazing and the intro is really cool, the game is super polish too!
The effect on the transition animation is really smooth and satisfying!
The details on the end credits were nice too!
I just had some struggle with the controls...
Having jump height depending on button press duration and more control while jumping could avoid some frustrating moment, especially on the last level!
Overall one of the best game I played during this jam, this game is incredible considering it was made in only 72 hours!
Nice work!
also,good game!(rate back!)

@aurel300 glad you mentioned that game. It was one of my source of inspiration for the music's aesthetic.
The srt, music, and level design was great! I used a paired PS5 controller and it worked just fine. I wish I was able to switch the jump button on the controller but that is a minor detail. A few issues cropped up for me:
- When I re-spawned, I would "float" in the air a bit and felt a bit "sticky"... so i'd yeet myself on the spikes to reset and that seemed to fix the sticky/float issue,
- The ending was a big white screen but I could hear sound. Not sure if something didn't load correctly?
Otherwise, this could be a legit steam game if given more time/levels and content! Really good entry, should be way higher in ratings than it currently is!