Crates N' Gates by HireMeDeveloper

You are bleeding out and need medical supplies to survive. Destroy crates and gates to see how far you can make it.
*note it does not say in controls, but press space to pick up items, and Escape will toggle a pause in game.
Click the link which takes you to a google drive page. Click "download" and wait for it to be added to your bar at the bottom of your browser. This may take a few moments. Extract this folder to your desired location, and double click the .exe file labelled "Crates N' Gates.exe" to play the game.
For more awesome music check out 93palms Youtube page! https://www.youtube.com/channel/UC_aBvXEid74uICeK2jEt9Bg
| Youtube | https://sandbagstudios.itch.io/crates-n-gates |
| Original URL | https://ldjam.com/events/ludum-dare/46/crates-n-gates |
Ratings
| Overall | 1125th | 3.538⭐ | 55🧑⚖️ |
| Fun | 826th | 3.519⭐ | 55🧑⚖️ |
| Innovation | 984th | 3.4⭐ | 52🧑⚖️ |
| Theme | 411th | 4.05⭐ | 52🧑⚖️ |
| Graphics | 1015th | 3.769⭐ | 54🧑⚖️ |
| Audio | 864th | 3.38⭐ | 52🧑⚖️ |
| Humor | 1359th | 2.724⭐ | 40🧑⚖️ |
| Mood | 1137th | 3.441⭐ | 53🧑⚖️ |
| Given | 114🗳️ | 72🗨️ |
Only suggestion is menu sounds, but im basically nit picking at that point.
I didnt have any trouble breaking gates and could find items very easely, i didnt find easier to break boxes with the axe though lol. The music could have been a little louder.
Very good game!!
The art is great, and the sound effects too.
If you want to improve it a tad, you could maybe accentuate the "Increase movement speed" bonus, it’s not really perceptible
Great overall !
I could became an outstanding roguelite <3
Excellent job!
Hope youre next LD on Board! :heart:
Also, I don't know if it was me or what, but the audio was way too low...
But I think it's more based on luck than on keeping something alive. No real strategy. Maybe make loot more spécif to some crate type ? So you'll prefer go for an upgrade crate more than a heal crate, for example ?
Anyway, I had a fun time, thank you :)
I would think it might be cool to add in some screen UI to give the player an idea of the bonuses they still have or the time limit until they run out, the bandage and speed boast come to mind.
Just a fun little jam game, Nice job!
Looks like the levels are procedurally generated or something? I like that, you can't just remember where are some things so it adds to the difficulty. My only complain about the game is that there are some empty boxes that seemed unfair to me, as you don't have no way to know that and they usually mean you will die. Maybe a way to know if a box is empty before, or no empty boxes at all, so you'll always get some reward for the time spent. Some love to the menu and the dead screen would be a nice touch too, but I get this is a jam game and there's not a lot of time for that.
But overall, you did a good job here, I really enjoyed trying to get a better score, and the game and mechanics are easily understandable.
The art is good and the ambient music fits really well. Solid entry, well done!
1 - Mechanics, Learning and Flow:
Very interesting the mechanics of being losing life and needing to find resources in boxes.
Each attempt starts at a different point (as I understand it), even with the stage changing.
Learning to play was easy, with few controls and overload of interactions (that was fine, in my view).
The menu was also quite functional.
The game flow can be improved, I believe it is very difficult (or that the bleeding gets faster with time, I'm not sure). Because of the difficulty, I was a little anxious and discredited to go further (hahahahah).
I think it is possible to slow the bleeding and add other elements of danger to balance the late game.
Another suggestion: create negative drops if collected, forcing the player to risk catching unintentionally if he is desperate (such as slowing down, or even hurting himself a little).
2 - Graphics, Audio and Narrative:
The graphics were very good (especially for Ludum Dare's time). Polishing is always welcome (obviously).
I missed the audio very much (I would like some sound effects when bursting wooden boxes and gates).
An action soundtrack would also come in handy (being softened in case of defeat and having another track for the menu).
The narrative is simple and straightforward (it would be interesting to invest in this outside the game jam time, if you intend to continue the project).
3 - Culture:
The game is reminiscent of several others (with different mechanics), mostly due to aesthetics and character design.
I believe that finding a niche for the game is facilitated by this; and that the game (polished, balanced and extended case) can be a good piece / example that attracts more people to this style of play.
4 - Monetization:
With the necessary improvements, the game would sell to Steam or itch.io (in my opinion).
1 - Mecânicas, Aprendizado e Fluxo:
Muito interessante a mecânica de estar perdendo vida e precisar encontrar recurso em caixas.
Cada tentativa começa em um ponto diferente (ao que entendi), inclusive com o estágio mudando.
Aprender a jogar foi fácil, poucos controles e sobrecarga de interações (isso ficou bom, ao meu ver).
O menu também foi bastante funcional.
O fluxo de jogo pode ser melhorado, acredito que esteja muito difícil (ou que o sangramento fique mais rápido com o tempo, não tenho certeza). Por conta da dificuldade, fiquei meio ansioso e desacreditado de ir mais longe (hahahahah).
Creio que seja possível deixar o sangramento mais lento e adicionar outros elementos de perigo para balancear no late game.
Outra sugestão: criar drops negativos caso coletados, forçando o jogador arriscar pegar sem querer se estiver desesperado (ao exemplo de deixar mais lento, ou mesmo de se ferir um pouco).
2 - Gráficos, Áudio e Narrativa:
Os gráficos ficaram muito bons (especialmente para o tempo de Ludum Dare). Polimentos são sempre bem-vindos (obviamente).
Senti muito a falta do áudio (gostaria de alguns efeitos sonoros ao arrebentar caixas e portões de madeira).
Uma trilha sonora de ação também viria a calhar (sendo suavizada em caso de derrota e tendo outra trilha para o menu).
A narrativa é simples e direta (seria interessante investir nisso fora do tempo de game jam, caso pretendam dar continuidade ao projeto).
3 - Cultura:
O jogo faz lembrar de diversos outros (com mecânicas diferentes), mais por conta da estética e do projeto de personagem.
Creio que encontrar nicho para o jogo seja facilitado por isso; e que o jogo (caso polido, balanceado e estendido) possa ser uma boa peça/exemplo que atraia mais pessoas para esse estilo de jogo.
4 - Monetização:
Com os devidos melhoramentos, o jogo venderia para Steam ou itch.io (ao meu ver).