Lorem Ipsummon by Hugimugi7

Words Have Power
It was another glorious day in the Holy Kingdom of Arrhenia, and a great wizard was hard at work, searching for mystical Words of Power...
Lorem Ipsummon is a puzzle-platformer in which you must make your way through a variety of fiendish obstacles to uncover the secrets of the forbidden ruins. Along the way, you'll find Words of Power which can be used to summon objects that will aid your progress.
Be careful, wizard - there may be threats in unexpected places. Use your words wisely, and always listen to what you're told.



Controls
- Movement - WASD / Arrows
- Jump - W / Up / Space
- Restart - R
- Fullscreen Toggle - F11
- Exit - Esc
Changelog
- Fixed some sounds not playing
- Added text saying blue area slows down
- Fixed coyote jumping delta time
Credits
Joonatan Siponen (Hugimugi) - Developer, Direction, Pixel Art, Design
Oliver Boyce - Coding, Level Design, Design
Cal Clarke - Technical Sound Design
Charley Rand - Writing
Langi Tuifua - Voice Acting
Christoph Jakob - Music
| Itch | https://hugimugi7.itch.io/lorem-ipsummon |
| Original URL | https://ldjam.com/events/ludum-dare/55/lorem-ipsummon |
Ratings
| Overall | 146th | 4.029⭐ | 36🧑⚖️ |
| Fun | 276th | 3.794⭐ | 36🧑⚖️ |
| Innovation | 494th | 3.456⭐ | 36🧑⚖️ |
| Theme | 450th | 3.829⭐ | 37🧑⚖️ |
| Graphics | 166th | 4.329⭐ | 37🧑⚖️ |
| Audio | 68th | 4.147⭐ | 36🧑⚖️ |
| Humor | 71th | 4.118⭐ | 36🧑⚖️ |
| Mood | 361th | 3.809⭐ | 36🧑⚖️ |
| Given | 61🗳️ | 77🗨️ |
I will say that the level design could have taken more advantage of the premise, but that's always something which could be explored in a full version!
Overall, really nice game :)
- Love the narration. The little comments when I died were funny, but did get annoying (covered below)
- Love the art and style, I'm always a fan of well executed pixel art.
- the idea of dragging the words to summon is a neat one, wish it was used more.
I will admit, I did not finish the whole thing, for reasons below:
The Not So Good:
- Game controls felt like they flopped from being floaty to way too precise. Made it really hard to judge my jumps.
- The fall speeds of the player and the blocks were off enough that I was able to push a block and then get crushed by it immediately.
- my jump inputs got eaten _constantly_. I died about ten times in a row to the same obstacle because I would press space and the guy would not jump instead he just fell off a cliff. The little quips when you die are cute, but after enough unfair feeling deaths they got a bit grating.
Design notes:
- I would have liked to see the summon mechanic used more. I'm sure there was more of it later (as I said I didn't finish the game), but in the early part at least it felt underutilized.
- I do not understand the need for a wall grab. if I jumped against a wall I would slide down it, and there didn't appear to be wall jumping, so this slowdown felt unnecessary and just slowed me down.
TL;DR
Neat idea, great art, love the voice acting. Controls and eaten inputs kept me from finishing.
Ok for real. Very good game ! A lot of polish everywhere. The voice acting is a nice touch, especially because it reacts to the player.
One thing that kept me from finishing the game : the jumps. Very floaty sometimes, but they seem heavier from a falling crate. I ended up quitting after dying repeatedly at the same spot (*skill issue, I know :p*)
But in the end : Solid entry, would love to see more of the summoning in action. ^^'
I agree with others that the platforming felt off. I think the issue is that the player's horizontal velocity slightly higher while falling, so letting go of the up key while there's still room to rise results in an abrupt/unexpected speed boost. That definitely killed me a few times.
Regardless, I made it to the end and thoroughly enjoyed the experience. Great job everyone!
I got stuck in a crate lol. The game was really fun and I love the concept. Some areas where a bit frustrating but overall, well done!
Accidentally summoning a crate onto myself was *chef's kiss* and I loved the way the voice over made fun of me for it.
The platforming was very floaty, which, I think it had to be to work, but sometimes led to strangeness - I was crushed by a box that I pushed over a ledge too quickly. Both wizard and box went over the ledge, but the wizard fell faster than the box and slid right underneath it. The floaty controls made me play much slower and more cautiously than I would in most platformers.
The last platforming section was challenging in a good way. I wish there was more game, and more objects to summon!
"This theme seems to have caused ... 99% wizards and demons."
:smile: I came after seeing your comment.
Physics for the boxes was a bit weird though but I could see this become a banger with at bit of polish and more levels.