A Present for Ama by oliver_day
Note: the for the post-jam version the following instructions will not work
There is no present as I didn't have time. Navigate increasingly deep caves (procedurally generated) to get to your grandma.
Tab or Esc brings up/closes menue. Q quit to home; Enter, W or ↑: next (only works after beating level)
Move down or hit Enter to select.
| JAM HTML 5 | https://oliver-day.itch.io/present-for-ama-ldjam |
| Sorce AGPL-3-or-later | https://gitlab.com/oliver-games/present-for-ama |
| POST JAM | https://oliver-day.itch.io/present-for-ama |
| Original URL | https://ldjam.com/events/ludum-dare/57/a-present-for-ama |
Ratings
| Overall | 865th | 2.423⭐ | 28🧑⚖️ |
| Fun | 872th | 2.077⭐ | 28🧑⚖️ |
| Innovation | 865th | 2.154⭐ | 28🧑⚖️ |
| Theme | 681th | 3.173⭐ | 28🧑⚖️ |
| Graphics | 663th | 3.115⭐ | 28🧑⚖️ |
| Humor | 643th | 2.152⭐ | 25🧑⚖️ |
| Mood | 694th | 3.115⭐ | 28🧑⚖️ |
| Given | 27🗳️ | 33🗨️ |
Notes:
- You may run into audio stuttering in the web version. Please download for best experience.
- for some reason the web version does not work in Librewolf or Firefox when you widen the window too far (This is unfortunate because I want to support free-libre/open-sorce browsers). You may also need to enable webGL.
PS. Did people find the button navigation intuitive.
Aside from that, this was really charming and refreshing little game! I really liked the audio
As for whether folks found the button navigation intuitive, I had a hard time with it, but I'm not sure how much of that came down to the refresh issue!
The looks and mood is cute :)
@pilarius, @p3ngui Unfortunately yes, I didn't have time for a more complex goal as I was mostly busy Saturday/Sunday.
@pilarius it should open up the menu automatically when you reach the bottom if you aren't pressing any other buttons.
I was confused by the controls at first because "ASD" doesn't work until you press click at first, maybe it's just an itch.io thing. So maybe a splash screen would help engage in clicking.
Procedurally generated floors are great, but sometimes I would just fall from the beginning to almost the end in one go. Maybe having some sort of rewriting grammar like :
|---- --| => |---- |
|-- - --|
And then either having a template for a level or rules to create a simple level that ensures no direct path, then those are transformed into more interesting levels.
Not being able to move during the fall is a valid design choice, but that means the player should know the consequences of falling and have some sense of choice on where to fall. Otherwise, the game would be a bit meaningless.
- There is not really a chellange in this game. It's just falling off platforms and going down to start the next level
- The music is fun and fits to the graphics, I like the style
- I love how there is an end screen where you reach Ama :heart:
- Somehow I find it very cool that the web version remembers which levels are cleared when reloading the page
- The webversion did not really work for me. I realize now that I use ZEN browser (which is Firefox in a trenchcoat), the ENTER key did not register for me
- I did not really get the screen that shows up at the end of a level (or pressing TAB), and A and an E and an arrow?
Oh, maybe that I would like to test a post-compo, at least to see what you had in mind before life show-up and ruin your LD