The Giant's Globe by Jvdwijk

✧ Help Mink escape the Giant's Globe! ✧
✧ Be quick, he has an appointment ~~with the bartender~~ to catch! ✧

✧ Controls: AD(movement), spacebar(abilities+dialogue), R(reset current lvl)
In-game you will pick up modules, all these modules are used by spacebar in the order you picked them up.
* Note: Audio might be low, change this in settings!*

✧ Made by:
@Jvdwijk - Dev
@Traxx186 - Dev
@parasite210 - Dev
@Jamjamem - Artist
@DavidDee - Composer
@NightyDavid - Lvl designer
@Korcalius - Lvl designer
@Maxherzfeldvo - Future VA

✧ * Bug fixes: * - New players start at the settings screen to combat the 0% volume problem. - Audio bug fixed! - Starting at lvl 2 or higher via level select and finishing the game disables score submitting (for that run). - Some small issues with the levels, making gameplay a bit easier! - Issue with player sticking against walls
✧ Post-Jam: Still fixing bugs, implementing missing art, missing lvls. Future plans are making a speedrun version without dialogue and finishing up all the lvls we had invisioned.
| Web version + Downloadable | https://basicmilky.itch.io/giants-globe |
| Original URL | https://ldjam.com/events/ludum-dare/54/the-giants-globe |
Ratings
| Overall | 674th | 3.456⭐ | 70🧑⚖️ |
| Fun | 593th | 3.412⭐ | 70🧑⚖️ |
| Innovation | 293th | 3.684⭐ | 70🧑⚖️ |
| Theme | 915th | 3.08⭐ | 71🧑⚖️ |
| Graphics | 614th | 3.551⭐ | 71🧑⚖️ |
| Audio | 449th | 3.385⭐ | 63🧑⚖️ |
| Humor | 500th | 3.035⭐ | 59🧑⚖️ |
| Mood | 654th | 3.438⭐ | 66🧑⚖️ |
| Given | 40🗳️ | 58🗨️ |
Yet it was a nice polish game, dialogs are very cool !
Thank you for your submission!
First of all, the controls were very responsive, always a good thing! I also really liked the way to scroll through the different levels, nicely set up (even though at some point I jumped out of a level where I probably wasn't supposed to and ended up going back a level).
The graphics are generally nice, but I feel like there was a lack of variation in the inner tileset, making it feel really repetitive (repeated pattern, so it makes sense). Besides that, based on the graphics I've seen throughout the game, I feel like there's a mismatch between how the artist intended tiles/assets to be used in the grand scheme of things vs how the level designers used them.
The player character was very nice.
As for the game concept itself; I think it was really smart! Picking up your mechanics as you went and especially the part where you could pick them up in different orders but ALSO the fact that you have to use both before you get back to the first one. Unfortunately I didn't get to finish the game, (I might go back) but I'm hoping at some point there are levels with duplicate mechanics (jump dash jump for example).
Congrats!
Cool mechanic ! Very nice game !
Good job team ! :D
It would be cool if you somehow didn't have to wait for the platforms if you made a mistake, as it got frustrating pretty quickly.
But overall it was a fun game with beautiful art and music ^^
Controls were smooth and simple. And the music was decent aswell.
There is a problem with the hitbox on the walls. I don't know if it was intentional (some kind of catch common in platform games), but it got in the way a lot. It interferes with the reflex response time for the next action.
Congratulations for the game! :)
The whole concept with powers you execute in order is very interesting and makes the game a pleasure to figure out.
The platforming elements were, at least to my limited platforming skills, challenging :smile:
The only bug I noticed is the possibility of getting stuck on the platform edge.

https://youtu.be/wZGB4C8fQVk
https://clips.twitch.tv/DifficultCrowdedGoatCurseLit-Vcc3hYsINTvi3aJ_
[](https://clips.twitch.tv/DifficultCrowdedGoatCurseLit-Vcc3hYsINTvi3aJ_)
Just finished it; one thing that I liked was having to discover stuff while playing - like the way that white block (snow?) dampens the jump but not the dash, so that staircase full of them becomes not so trivial (but I still lost much time on that last step because I kept trying to jump over the last white block 😅), or the way the order of the functions matter in one other screen (and that we can manipulate said order).
One thing I felt was missing is some tracks to tell the path of the moving platforms; sometimes I was misjudging the way a platform would go.
Great entry. Glad I finally managed to play it.
Controls were solid (if a little floaty), and the mechanics were interesting with the rotating abilities. Good submission!

Cool artworks are double-edged: on the one hand there are swell previews catching the eye, on the other hand all the rest has to be on the same level, or at least coherent (I think it's frequent to have elaborate graphics and minimalistic interface, but combined in a natural way). So I felt a big contrast between the artwork and the main menu, which looks more appropriate to a game with simple graphics and few but vivid colours. I rather expected some background of a snowy forest for example instead of this shade of blue.
Granted, your artwork is visibly pixels, but the "refined-pixel" kind, so in comparison the font of the menu seems sludgy. Thankfully, the game style itself fits more, even if tile repetition is very visible. I was not expecting a plaformer, but with this artwork (yes, again with this artwork), I would expect more different tiles and some useless decorations. As it is, this game has all the technical elements, but it looks bare.
Advice: more feedbacks. For the use of abilities there are the nice woosh sounds, but it would also be a nice detail if there was sound when you land on a ground. And also sound when you pick up a module and when you lose them through these portals: it seems rather important to notice. So, it's about audio feedback, but you could also consider particle feedbacks: nothing fancy, but small specks appearing are strong at suddenly improving the visual.
For the dialog at the beginning, I strongly discourage various font sizes to fit the text box. This text box could really have improvements, even if it's not your priority. This is the kind of small details you think last (because it's more important to have a solid structure), but like a lot of things it may create a lot of differences in how we player perceive the game.
Finally, maybe my most important issue: the level-design is built around the module mechanism, but graphically the modules seem more a bug than a feature. The way there are shown is no different than if you could freely swap between your abilities. It bothered me so much that at first I did not understand it was the point. The icons, small and at the top of the screen, are not as visible as they should for a core mechanism. Maybe they should be somehow around the character? And I imagine links between them to give the idea of a succession you have to go through.
Level-design-wise there seems to be a lot of thought given (I noticed at the first level how platforms appear when you go back), but graphics have room for improvement. (Bias of mine? After all I didn't advance that much.)
I have to say, I was kinda confused after reading about your score bug, but after trying stuff out I got some good news. We do still update your improved score, but we do so with the username of your first run, so you don't have to click submit again :)
We also agree on the moving platforms, in our post jam this issue will have been improved by aligning the platforms, making them a bit faster and resetting them on death or restart!