Fleder Flopin by Diefleder
Ludum Dare 47:Stuck In a Loop.

3D platformer. Race against time. Each lap restarts the timer. Colliding with obstacles spawns more obstacles.


1 Patch to fix an issue with knockback while in air was causing collision glitching.
Tools used: Unreal Engine 4 --- Blender --- Mixcraft 9
| Youtube | https://github.com/DieFleder/LudumDare47 |
| Youtube | https://diefleder.itch.io/fleder-flopin |
| Original URL | https://ldjam.com/events/ludum-dare/47/fleder-flopin |
Ratings
| Overall | 241th | 3.534⭐ | 31🧑⚖️ |
| Fun | 288th | 3.321⭐ | 30🧑⚖️ |
| Innovation | 487th | 2.875⭐ | 30🧑⚖️ |
| Theme | 362th | 3.464⭐ | 30🧑⚖️ |
| Graphics | 120th | 3.9⭐ | 32🧑⚖️ |
| Audio | 94th | 3.707⭐ | 31🧑⚖️ |
| Humor | 260th | 2.667⭐ | 29🧑⚖️ |
| Mood | 259th | 3.286⭐ | 30🧑⚖️ |
| Given | 31🗳️ | 29🗨️ |
@irwatts That was definitely the mood I was going for. I agree completely with the lack of feedback on the objects spawning. In hind sight a particle effect may have helped.
@seezogames Thanks for the feedback. I was definitely going for a chaotic, challenging type of feel.
Very nicely done!

Damn, that music is fuckin' GROOVIN', man! Oowee! I could listen to that for like 30 minutes straight. So the whole level fills up with balls after a couple laps, is that what was going on? Easily the best 3D platformer I've played in my 6 Ludum Dares so far, which isn't saying a *ton*, but I had a good bit of fun! Nice work!

Once, after the third lap, I had to run in the opposite direction. Is it so conceived?
Music is great :)
It took me a second, but the gameplay loop worked pretty well. I'd say the platforming felt solid enough, but by the end of the game it's just a wall of giant glowing capsules and spheres designed to cause pain... which is entirely fine.
As most have said, the visuals are a serious high point for this entry-- particularly for a compo game. Your sound design is also very strong with all the unique flanged sounds; that said, I would have liked to see the music get a bit more hectic once you've made enough mistakes to warrant it.
More than anything, I appreciate the fact that a higher and more difficult path was usually available for players, often becoming the only option when things get crazy.
If there was one gameplay tweak I would make, I would try to tone down the number of obstacles on the first lap and put up some large signposts to guide the player forward consistently. I think it would add something to the game to have a more clear course at first with in-your-face directions before it gets cluttered with all sorts of nonsense. As something to consider for postjam releases, you may be able to tie successful laps to an obstacle cleanup that takes care of one or two spawned objects, or alternate between different course obstacles as you continue.
Great work!
Music is great. Nice bass-line.