Key Point by oranebeast
Heyo!
Heres my slightly early entry to Ludum Dare 31!
Woohoo!
Made with a GameMaker, Key point is a puzzle platformer which displays all eight levels at one time.
Controls :
Arrow Keys - Movement
Emergency Restart - Home
Game-play :
Game-play is explained in-game. And its hard to explain without you playing it.
Source :
I don't want you to copy my game, But I'm fine with you exploring and learning my lazy methods things from it. All rights reserved to me.
WARNING : If the game is told to be malicious by chrome or browser, its not. I would never harm you guys.
Heres my slightly early entry to Ludum Dare 31!
Woohoo!
Made with a GameMaker, Key point is a puzzle platformer which displays all eight levels at one time.
Controls :
Arrow Keys - Movement
Emergency Restart - Home
Game-play :
Game-play is explained in-game. And its hard to explain without you playing it.
Source :
I don't want you to copy my game, But I'm fine with you exploring and learning my lazy methods things from it. All rights reserved to me.
WARNING : If the game is told to be malicious by chrome or browser, its not. I would never harm you guys.
| [DOWNLOAD] Windows | http://tiny.cc/bqmiqx |
| Source [.zip containing gmx] | http://tiny.cc/e3miqx |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=33501 |
Ratings
| Coolness | 65% | 3 |
| Overall | 3.42 | 331 |
| Audio | 3.36 | 184 |
| Fun | 3.49 | 217 |
| Graphics | 2.95 | 645 |
| Humor | 2.68 | 427 |
| Innovation | 3.57 | 257 |
| Mood | 3.23 | 305 |
| Theme | 3.97 | 175 |
The collisions are a little imperfect and the controls feel slightly rough and I think when you make a game in this style these are things you really need to have nailed above all else. Pixel perfect collisions and a smoother jump arc would definitely improve things!
This aside there are some slightly awkward areas in the level design. Many seemingly unplanned low ceilings in areas that make jumps particularly unforgiving, but perhaps this was desired. The game also requires a significant amount of backtracking at times and re completing areas you have already passed.
Be careful of instant respawn on death. The benefit of a death animation or brief pause is not just aesthetic, it gives the player a chance to see exactly what mistake they made, whereas if a player just snaps to a respawn point the transition can seem very jarring and confusing, as it takes the player a moment to realize that they died, and how they died.
Overall I think it's a solid use of the theme and all round strong attempt! Gratz on making it!
Fun idea over all, the music was nice sitting in the background and set the scene, more audio feedback for stuff happening would be nice but I know how LD goes, haha.
The platforming was a bit obnoxious in place, cant rememeber if it was you gloating in IRC about how trolly it was going to be but I would have preferred less fiddly jumping with the collisions being fucked :)
Still, this was really delightful!
Also, I'd like to note that I played your game to the end, almost two times. The first one I fell through the part of the screen that says the name of the game, then fell off the borders of the screen and never returned. There was a gap in the ceiling of that part that makes it look like it was done in purpose, which is very annoying. The other one I got to the end and only got a "You win!" text, which is quite a disappointment. I tell you that I played it to the end because one of the reasons I do Ludum Dares is so that people play my game, and I realize many people give up easily and do not finish, even if your game isn't that big. Also, even though this comment may sound slightly harsh, it tells you I actually appreciated your game.
http://www.twitch.tv/crefossus/c/5661356
I liked the basic concept, however it seemed like the teleport pads were just a drop in replacement for moving to the new place by ladder or just walking. It mostly seemed like this because there wasn't anything stopping you from changing level by walking, dropping or hopping. I did like the basic idea you had, and I enjoyed the trickyness you employed in some of the level design, I just felt like some of the gameplay idea was lost when the importance of the teleport pads was reduced.