Prinsen Gulden by King Kujito

READ ME:
SET RESOLUTION TO 1440x900 AND QUALITY TO SIMPLE TO PREVENT LAG
For a faster game, better graphics and a better experience you should download the desktop version. If the web player continuously displays a solid black screen, the game is either loading or broken. This problem does not occur in the desktop version.
Please leave some feedback, I'd be happy to talk.
CONTROLS:
-wasd - move/crouch/jump/walljump
-spacebar - attack
-r - restart
-p - pause/unpause

DESCRIPTION:
Help the prince collect as much gold as possible! Make your way through challenging randomly-generated levels, collect all the gold and return it to where you started.
Note:
-More health = worse movement
-More attacks landed = worse range and defense
-More gold = a harder level
-You can use directional attacks whilst in the air
-Your shield can block projectiles
-Small enemies can only be hit by low hitting moves, big enemies have 3hp

SOFTWARE:
-Unity (game) -Cheetah3D (3D models) -Clip Studio Paint (2D art) -MuLab (music) -Audacity (sound effects)
HARDWARE:
-MacBook Pro (Retina, 15-inch, Mid 2015) -Wacom Intuos pro -M-Audio Keystation 61

Version 1.2 note:
-right arrow key can now also be used for walljumps
-enemy spawn locations are fixed
-hotspots for getting stuck are fixed
-lag has been reduced
-letters in the top left of he screen have been removed
-arrows and skulls have been added to guide the player
Version 1.3 note:
-tutorial has been added
-crouching stops momentum
Version 1.4 note:
-videos supporting the tutorial have been added to the desktop version
-minor balancing on level sections
-addition of a minimap
^^^note this has been done outside of compo time, so consider judging the previous version instead if you're planning to rate me.
Ratings
| Overall | 363th | 3.336⭐ | 75🧑⚖️ |
| Fun | 477th | 2.986⭐ | 74🧑⚖️ |
| Innovation | 483th | 2.868⭐ | 74🧑⚖️ |
| Theme | 482th | 3.099⭐ | 73🧑⚖️ |
| Graphics | 141th | 3.842⭐ | 75🧑⚖️ |
| Audio | 166th | 3.415⭐ | 73🧑⚖️ |
| Humor | 387th | 2.484⭐ | 66🧑⚖️ |
| Mood | 280th | 3.196⭐ | 71🧑⚖️ |
| Given | 45🗳️ | 74🗨️ |
I'm not entirely sure how the theme fit as I could grab the end gold without any problems, it was just the bottom gold that would spawn an enemy.
Great work!
Super difficult tho. Well done!
animation/graphics were nice.
Audio was nice.
I feel it a little slow and sometime I don't know exactly where I'm standing. There was a part where I needed to jump to the platform exactly above the one I was standing, but it seems like jump is disabled there. I tried killing myself jumping to the other side and I ended up in the upper platform, I didn't understand how.
I couldn't kill any slime, it seems you can't attack while jumping and there is no space where they are standing. And when one get down close to me, I attacked and my sword didn't hit it because it's too small =(
In general, I think the main problem is that it was running very slow, but maybe it's my PC.
I'd love to play this game if completed and fixed.
I had a little problem getting up to the larger platform but eventually was able to get there. I was a little confused when I died and was given a different level.
Great job!
I'll work on a better solution after getting some rest.
The music is very nice too (if you composed it during the jam, a whole lotta kudos; it sounds swell af) , and the blub enemies are funny (but that's maybe because i love every typeof blubs).
One little thing that makes me sad is the time during which you respawn, maybe the death isn't juicy enough, or it's too long, but that's a floating moment during a game which could have been nervous and tactical at the same time.
Wall jumps were cool tho. Nice game overall !
Check out my game if you would like!
https://ldjam.com/events/ludum-dare/40/virus-detected
I love the character design.
I still don't understand how the attack works.
Difficulty is good.
The music when you collect your first gold nuggets is perfect, love it!
In a couple of games I also was unable to pick the gold, it seemed to be at a Z closer to the camera than the character was, so it just wasn't able to reach it.
I'm sure most of these issues can be fixed (haven't checked the post-compo yet, so maybe you've already addressed them) and there's a lot of work here for 48h and 1 person, so congratulations! :)
Um jogo simples, com uma mecânica boa. Acredito que seria importante contrastar mais as armadilhas do resto do cenário, pessoalmente eu pulei mais de uma vez sobre elas sem ter visto com antecedência. Parabéns. :flag_br:
I couldn't progress very far at all. For example, there was a point where I needed to perform consecutive wall jumps back to back (so it seems), but I struggled just to pull off one wall jump, let alone 3 consecutively. And, this was very early on in the game.
After reading a fair portion of the comments above, it seems there's a common theme about the gameplay being too difficult too early on.
P.S. I think if you update the game, you should make the links for the different versions separate
Platforming was indeed difficult. My approach to acceleration in Unity is to add a lot of force and then instantly clamp the velocity to something slower. That way, the character can instantly accelerate to a set speed. It can make movement more predictable.
**edit**: I should note I was playing the compo entry since that was what I wanted to base my rating off of, I might come back later and try the newer versions though.
I did like the super meat boy style-like short puzzle levels. I'm not sure if the levels were randomly generated or just randomly assigned, but I think I would rather have had a sequence of levels where I had to beat each one in order than an endless game randomly given. It might just be me, but when I fail at something that I think I could have done I like to get another go at it.
I also really like how you handled the tutorial. Including the text in the world to run past is nice. They were occasionally hard to read, but I was in a safe space
so that wasn't really a problem.
Overall good work!
(our game if you want to check out : https://ldjam.com/events/ludum-dare/40/the-darkest-light )
The main thing I noticed that I would consider changing was when I was changing directions, it felt like it took a lot of time just going from left to right.

I've checked both versions (most current and previous one). I'll leave the rating for the older one, but the feedback will be about the latest one, since it's the most relevant to you. That you're updating it shows dedication and a lot of opportunities for a project of this kind, which is fantastic.
I'm a sucker for games that are constantly changing, and I was marveled at how seamlessly the levels switched when finishing them (it took me a while, though, since I died 5 times in a row before finishing a level at all). Going around collecting gold never felt stale, and it all worked up more or less like it should.
I've got some gripes though. Visually, the game looks somewhat inconsistent with all the 2D, 3D, foreground and background 2Ds. Don't get me wrong, it looks great and unique at times, but at others, like in the screenshot, I felt like I was able to hit the enemies, when in reality, I was _just slightly_ above them. Also, many levels forced me to backtrack from the top, which meant taking some leaps of faith not knowing if there were enemies or spikes below. I had a bit more than a few deaths that felt unfair.
All in all, though, great job with this submission. Keep polishing it up, as it is shaping up to be something brimming with potential. [In behalf of my team](twitter.com/whalesandgames), we're looking forward to seeing more of your work in the future! Cheers! :whale:
I also really liked that taking hearts adds armor and the general 2d on 3d style
Good job :)
The combat is a little awkward, especially with the crouching, but it's got a solid start!
Great job :3
The game is well-polished and overall I'm really impressed :wink: