Wu-Wei by luckyDaisy

What one says is right, the other says is wrong. And what one says is wrong, the other says is right! If we seek to go beyond “right and wrong” we need to seek out the light of true understanding.
Controls: Movement: WASD Back to Menu: Escape Interact: Space
Dev Note: I wanted to do something that made me really uncomfortable.. I've tried puzzle / level design before and gave up mid jam. I had a goal going into the jam of completing a level based game with at least 20 levels w/ enough mechanics to make levels not feel like repeated clones.. I will admit I am awful at level design and this was not easy.. but the amount that we learned feels well worth it. I'm proud of the game delivered in the time (always wishing for more to complete more ideas) and hope folks enjoy!
| HTML5 (web) | https://gamejolt.com/games/wu_wei/411422 |
| Original URL | https://ldjam.com/events/ludum-dare/44/wu-wei |
Ratings
| Given | 16🗳️ | 13🗨️ |
On level 8, the saws movement pattern is not obvious, and I need to follow them very closely. I keep clearing the desired blocks, making it to the right side and back, but they kill me just before I fall to the star. It would be nice if they went further left and didnt go as far right.
Music is a bit repetitive.
For the minotaur, I don't see any potion to drink. I didnt see an option to kill him.
The hitboxes for me and for obstacles could have been a bit smaller.
In general, levels required a lot of precise running and jumping.
In general I like to be able to move and jump with different hands (so arrows and Z as optional controls). You could mention Mouse, Space, Escape in the description (for controls). Escape goes back to the title screen instead of the level select screen for some reason.
I went back to the rat and killed it, and then back to the minotaur and it attacks me, but it didnt kill me (and I lost the ability to move).
Another frustrating thing to me was that there seemed to be slight lag occasionally, which would not have been much of an issue if it didn't add a slight delay to my jump that I had to account for.
Got to level 7, I couldnt beat it because the saws would always hit me on my way back to the goal.
I do enjoy the way the game introduces new mechanics and uses them in thought-provoking ways. There always seemed to be something new to spice things up. The art reminds me of GBA games too, thats pretty cool.
The music and art were on point. Both were subtle but detailed and fit really well with the philosophical theme of the game.
The main place for improvement is that some of the jumps can be hard in a frustrating way.
And a bug: On certain levels you can go off of the left or right of the screen and can't escape or do anything there. You get softlocked.
Controls and graphics are good.
I didn't really get what the rat and minotaur were for, however they added to the mysterious atmosphere - which was reinforced by the great haunting music.
Too bad, I got stuck: I fell down outside the level, trying to dodge a sawblade (the level where you must cross a corridor right-to-left and jump above one sawblade and get the star in a tiny hole: went too far to the left).
Pro-tip #1: a snappy sound effect for jumping and a "pop" sound effect for landing will make the controls feel more responsive.
Pro-tip #2: it's hard to get perfect physics in so little time, so it's always good to have a restart/suicide key (in most games, the 'R' key).
Also, I thought that the bilinear filtered pixel art was a waste. I always prefer clean and crisp pixels. Was there a special reason why you went with the filtering?
All in all, I really got some fun out of your game. The levels were creative and well structured. The art itself was polished and the controls (aside from hard to control jumping heights) very responsive.
Good job!