Legend of Crystalia by Hackingroelz

[raw]
made by Hackingroelz for LD 40 (COMPO)

crystal<em>run</em>001.png

You're the chosen hero who must save Crystalia! You can do this by collecting the crystals in alternate worlds and bringing them to the portal. Unfortunately, the monsters living in these dimensions are rather fond of their crystals. The more crystals you're carrying, the more aggressively the monsters will attack you.

Controls

Game
Arrow keys to move around

Intro
z to continue, x to skip the entire intro

Tip: The monsters will not attack you if you're not carrying crystals. Drop your crystals at the portal (even if you don't have all of them) to stop the monsters from attacking.

Ratings

Overall 442th 3.175⭐ 22🧑‍⚖️
Fun 505th 2.925⭐ 22🧑‍⚖️
Innovation 432th 2.95⭐ 22🧑‍⚖️
Theme 474th 3.111⭐ 20🧑‍⚖️
Graphics 98th 3.975⭐ 22🧑‍⚖️
Audio 53th 3.825⭐ 22🧑‍⚖️
Humor 506th 2⭐ 16🧑‍⚖️
Mood 357th 3.029⭐ 19🧑‍⚖️
Given 22🗳️ 5🗨️

Feedback

RonanRorry
04. Dec 2017 · 03:19 UTC
I like this game's visuals and music. But for me, these controls just don't feel right. I wish you could also use W, A, S and D to move alongside the arrow keys. Also, it is WAY too easy to fall off, at least for me. And the last stage feels cheap, the enemies can kill you FAR too easily. Besides those cons that I have, this game is still pretty good
DogSquad
04. Dec 2017 · 04:46 UTC
I agree with Ronan, the game is good but it's controls aren't.
Rombus
09. Dec 2017 · 16:57 UTC
Awesome game! I find the controls a little hard on myself though :P

Congrats on the entry!
Wesxdz
09. Dec 2017 · 19:35 UTC
I liked the difficulty, though perhaps the arrow keys should move relative to the grid rather than pure directions.
🎤 Hackingroelz
09. Dec 2017 · 22:37 UTC
Thank you all for your feedback! I get that the controls are a bit hard, but I personally think it makes the game more interesting. If the arrow keys moved you in the directions relative to the grid the game would be way too easy. Also, I'll have to look into the WASD thing, as Pico-8 doesn't seem to support this (though it might be possible to artifically trigger the arrow key events when a WASD event is fired).
Joror
10. Dec 2017 · 22:37 UTC
Fun pico:sparkles:game! Had some semi-traumatic flashbacks to kingsquest and walking over ravines/branches, but got the hang of it in the end.

The controls are indeed more old-school, and could have used some softening mechanics (2 heart loss instead of dropping off?).

I liked the opening text, I read it in a dramatic old-wizard voice. :crystal_ball:
IcyLava
11. Dec 2017 · 19:00 UTC
Why do I feel like the first level was the hardest...

It was frustrating at first, but eventually I got the hang of it. Though I feel like me dodging the attacks was more luck than skill.

I quite like the look of the game, but yeah, kinda frustrating, kinda short too. But good job!
shinyogre
12. Dec 2017 · 21:03 UTC
I kept falling off the level. It was difficult navigating an isometric world with orthographic(screen-normal) controls.
tyranosaw
16. Dec 2017 · 11:42 UTC
This is a great little game. There graphics are great and the animations are on point. It works really well together. Though there was a few concerns that i have. First off, as people have mentioned, the controls are a little bit difficult. I understand that you might have chosen this design decision to add some difficulty but this 'mechanic' is something new. To a brand new player playing your game, they have never experienced this sort of controls. So to account for this, you should have a much slower difficulty progression. Start off very simple and gradually rise in difficulty. Your own game starts to become second nature when you spend almost a whole two days developing the game. So it then becomes a game fit for your own skill level, which is not good for a new player. So what i recommend is to playtest, playtest and playtest. Before release, show the game to family or friends to test it out. If they react negatively then edit the game accordingly. That's all i have to say now. All in all, this is a great game, it has huge potential. Congratulations! :smile:
Tinis Games
16. Dec 2017 · 12:19 UTC
I like 8-bit rendering with Pico. And for a Compo, I think it looks good. Compared to other comments, I don't necessarily find the controls complicated, but I feel more like it's a collision problem. Sometimes I only have 2-3 pixels of a triangle tip sticking out and I fall.
carlosvVk
23. Dec 2017 · 13:58 UTC
I like the game but I'd change some things:

- Controls: As some people said, controls are difficult. I think that is because the isometric camera. If the movement were along the isometric axis, it would be far better, because you know exactly the direction you're moving.
- Enemies: It's hard to know whether a bullet is going to it you or not. Because it has no shadow, and you dont know the line were its supposed to hit you. The enemies also dont have shadow, but they aren't a danger for you, because hitting them doesn't hurt you.

Apart from that, the game looks nice and the music is fine.
Keep working :D!
Gama Croma
25. Dec 2017 · 17:10 UTC
I think the biggest problem isn't in the controls not following the isometric background, but in the background creating a false sense of space. If the tiles didn't lead you to think they were isometric but just showed you a path, it would be easier to accept it as your own fault instead of thinking the controls are weird. It's like drawing a road but you have to drive on it sideways to get where you need.