DAGDROM by Ditto
A video game.
Play with it.
<3
Ditto
ps.
I messed up the theme kinda, thought I was adding enemies but I didn't.. Woops, sue me~
pppppsssss. Clarification on the controls, the game tells you arrows and backspace, but WASD and R works equally good, probably better. I just thought arrows and backspace made for nicer aesthetics for the text. Lol. I thought people tried pressing buttons when they play games :)
PPPPPPPSSSSSSSSS. I just got reports that the game looks worse if you play on higher graphics options. So set it to "good" in the launcher please <3
Play with it.
<3
Ditto
ps.
I messed up the theme kinda, thought I was adding enemies but I didn't.. Woops, sue me~
pppppsssss. Clarification on the controls, the game tells you arrows and backspace, but WASD and R works equally good, probably better. I just thought arrows and backspace made for nicer aesthetics for the text. Lol. I thought people tried pressing buttons when they play games :)
PPPPPPPSSSSSSSSS. I just got reports that the game looks worse if you play on higher graphics options. So set it to "good" in the launcher please <3
Ratings
| Coolness | 39% | 1713 |
| Overall | 4.30 | 3 |
| Audio | 4.07 | 29 |
| Fun | 4.24 | 4 |
| Graphics | 4.48 | 17 |
| Humor | 3.24 | 290 |
| Innovation | 4.23 | 17 |
| Mood | 4.29 | 11 |
| Theme | 3.57 | 363 |
This is as per usual amazeballs.
And I like that you keep using swedish words for title.
Why aren't you rich yet? (or are you?)
Paint gun is certainly an unconventional tool in games. It never felt like a weapon, but I liked the game, so I didn't care about the theme.
I only found the right-click 'grenade' by accident, more than half way through.
Thanks!
I really like the juicy graphics and quite mystical music/sfx. I'm not a big fan of puzzle platformers, but this one I was able to beat, so it's a good puzzle platformer for me!
The last level was difficult though, until I tried to fly upwards and coloured the face XD.
This game sort of reminded me of hets, then I realized you made hets :P
Really clueless game if you ask me. Well I mean, clueless as in what am I there for. :3
Thanks you for participating!
Everything is so squishy though! I love the sounds!
The level where you're climbing up was my favorite. You turned the thing that gives you power into a punishment for falling. Frustrating in a very satisfying way. (also totally avoidable but damned if I didn't keep dropping right on that son of a bitch)
That music is awesome. Everyone has already gone on about how awesome it looks and plays, so I'm sure you're bored of hearing about that.
This already feels pretty much finished, but I'd pay for a full game if you were to make it so.
I did however get stuck within minutes of playing, I'm afraid. Tried everything, but there wasn't much to try really. It was a pretty empty place and I really couldn't figure out what I was supposed to do. Oh, well.
Besides that, my only complaint would be the controllers. They were downright awful, TBH. The seem to be assuming three hands. Not sure how I'm supposed to access mouse, space, backspace and arrows/WASD all at once.
Not sure how it fits the theme, even by abstract or stretched definitions of the word 'weapon' applied to anything I saw in the game.
Nonetheless, ignoring all of that, a fantastic concept. Really beautiful. Could be amazing if turned into a full game. Maybe you can steal some of it for Planeter!
(Also, pet peeve: why do no Swedes know to use OE instead of O in place of Ö? Germans, Danes and Norwegians all do!)
Great job!
I feel like analog controls would throw this over the top for me - I had a lot of trouble platforming. I also think some more juicy music would have made me stick with it longer.
The art direction is just so solid though, amazing work!
If the game was crap, then I wouldn't say that. I want more. I feel like the difficulty really spikes during the long climb without much buildup to it, then the game ends soon after. And this is my only criticism with the game. Length and pacing.
The controls are wonderful, but I would like to have up open doors (since there is no area where jumps are placed near doors). The music is so awesome (especially after learning how you made it) and brings an uneasy feeling to an otherwise happy feeling game. The art is ditto. (It's going to be a term in art books one day, just wait.)
As far as the game itself goes, it's great. Needs more content, but that's always the case for nearly every jam game.
But yeah the theme connection is really missing and that's a shame because I know what you were originally going for and it was aimed perfectly at the theme. If there was an actual boss to fight at the end, then your connection to theme would be great. But with just that floating face that doesn't fight back, it feels less like an enemy and more like a puzzle element. I want a rad paint flinging swooping splooshy squishy boss fight!
I feel like you're becoming the Keith Haring of gamedev. I just hope you never die.
Very creative mechanics and smart level design.
Control feels solid.
Love the art styles, background music, and sound effect.
Great job for 48 hours!!
Also cheers to the Button Masher Bros for pointin' me to this one :D
That's all I have to say...
I mean like... THIS IS AMAZING!!!
It took a while to discover the paint-as-thrust. Maybe that could be introduced in a spot where the paint pushes you off a tiny platform into the void, communicating that there's force coming from the expulsion of paint?
http://ludumdare.com/compo/2015/04/27/my-top-10-platformer-games-of-ludum-dare-32/
Great sound, great animations and feeling.
But those are minor things. Nice work!
beautiful design, graphically and gameplay. and I want to drive around to that music.
so good.
so good.
The mechanics are fantastically fun. The trippy and dynamic graphics are great. I want to have this game's babies.
I find it hard to give a lot of feedback on stuff like this because it's a tight game and it seems you achieved everything you set out to. It looks great, the colour swapping of the palette is cool, you've made a great transition to Unity.
With the easter eggs.. I felt like I was missing something. Like the bit where you jump on a platform underneath. There's text there but it would've been nice to find some more remote platforms I could fly to in the middle of nowhere. Or maybe they exist and I'm just dumb and missed them. Also I would've liked the bit where I shoot at the blob and charge him up to have lasted longer, it felt like I might have skipped something because it went from charging him to instantly the heart screen.
Also the falling paint felt like it should recharge me.
There was one section where I got frustrated with the walljumping. I feel like I shouldn't have to hold down the direction towards the wall to keep ready to walljump, but I guess that's part of the engine, pushing you back from the wall? I found that frustrating when I was trying to jump right off a left wall or vice versa or on very thing platforms trying to be delicate and not overshoot.
But all those are minor gripes, it's a fantastic game as I'm sure you're already aware, and the sweat throwing system is very cool. Nice one.
https://twitter.com/ZackBellGames/status/595670929574866944
Gameplay was solid, although a few of the less-obvious mechanics made some sections a bit frustrating. The game ended right as I felt that I was getting the hang of what the character was capable of doing, so I definitely want to see you develop this into a full game.
Level design was great - the tutorialization was nice and simple with the popup messages, and it quickly escalated into more interesting levels using the sweat "jet" ability and such. Although some of the levels had too much basic climbing where you jump up and sweat down to create a new platform. I'm glad you're continuing the game because there's a lot of cool stuff you can do with it.
The music and sounds were really great. The weird chanting was amazing and surprising for an LD game. Added a lot to that weird somber dreamlike atmosphere. In general, I'm pretty sick of these platformers with vague, spooky messages popping up as you run around, but this was done well enough that I still enjoyed the narrative.
The one thing that really annoyed me was the run cycle. I wish it was more squishy and sloppy like the rest of the graphics instead of this snappy 2-frame South Park style thing.
I felt like it was missing something though... some extra way to use the mechanic? There's obviously a big focus on polish, which is probably the most important thing for Ludum Dare games, but I would've liked to see something extra.
5/5 overall though! Excellent game.