S(p)eed by Dayko

[raw]
made by Dayko for LD34 (JAM)
Grow your way up to the surface!

Made by Dayko & Spotline
for Ludum Dare 34

---- Controls ----
Left & right arrows

Esc for pause

---- Note ----
If you find the level too hard (or too easy!), you can randomly generate a new one by restarting the game from the pause menu

Ratings

Coolness 75% 2
Overall(Jam) 4.24 19
Audio(Jam) 4.09 48
Fun(Jam) 4.13 20
Graphics(Jam) 4.37 77
Humor(Jam) 2.37 666
Innovation(Jam) 3.66 164
Mood(Jam) 4.21 35
Theme(Jam) 4.50 15

Feedback

CalmKai
15. Dec 2015 · 03:10 UTC
Fun!!!!!!!!!!!!!!!
Dining Philosopher
16. Dec 2015 · 08:55 UTC
The stills look great and I'd love to give it a try but I don't have Windows. Think you can export it to other platforms?
jcwelgemoed
16. Dec 2015 · 08:59 UTC
Nice entry. Gets challenging though, but great work.
Oneiric Worlds
16. Dec 2015 · 09:01 UTC
Very cool! The mechanics is simple but sooo efficient! The gamefeel is awesome: I love how the plant grows and divides itself. I also love the fact that you can still see your previous tries in the background. The audio is pretty good too! The only thing... I think it's too difficult! At least for me! And is it me or the level is looping?
SvenFrankson
16. Dec 2015 · 09:03 UTC
Pretty cool design for the plant, well done !
Mikaza
16. Dec 2015 · 21:38 UTC
Very good Game. Its fun to play and stays challenging. Nice work
DrTeaSpoon
16. Dec 2015 · 21:42 UTC
Great! Loved the touch of adding previous tries to the background art.
Multiplexor
16. Dec 2015 · 21:52 UTC
Awesome Graphics! Awesome mechanics! Awesome Gameplay! Awesome Sound! Only Thing that I can think of improving is the difficulty, i felt like at some points it was a bit too hard! But I Really enjoyed this a lot! Keep up this awesome work people!
Ping78
16. Dec 2015 · 22:08 UTC
Incredible game! well done! I think that this would be a great game for phones and tablets. :)
Dege
19. Dec 2015 · 16:40 UTC
I LOVE IT. I LOVE IT. I LOVE IT. I LOVE IT. I LOVE IT.

Add a score and this will be perfect!

One of the best entry I have seen so far
zenmumbler
21. Dec 2015 · 16:17 UTC
Good mood with the visuals and music. C64 style sound effects are nice too. Love the colour hue changes as the vines grow. Very nicely done!
lurils
21. Dec 2015 · 16:21 UTC
really fun, love the mood, right amount of challenge, pretty good game, congrats.
Yazara
21. Dec 2015 · 21:02 UTC
Really fun game, the movement feels very smooth :)
And I like how the plants turn brown and stay from your previous runs.
dlowe
21. Dec 2015 · 23:48 UTC
Excellent fun. And difficult!! Thanks for the game :D
Imagos Softworks
23. Dec 2015 · 02:52 UTC
Really fun and engaging. Makes you hone your skills to succeed. My chief complaint is that every single second you split and your path gets altered ~30 degrees. This makes navigating a chore and a lot of unfair deaths in tight corners. Overall still a really solid game!
bob_fish
23. Dec 2015 · 05:49 UTC
very nice, could do with a score counter and a listed high score. The plant splitting off into multiple parts made the game much harder which I'm guessing was intentional and works really well. Graphics and Audio were very nice and fitted well. Great Work!
🎤 Dayko
23. Dec 2015 · 13:55 UTC
Thanks everyone for your feedbacks !

@OneiricWorlds : The level is just a random succession of predetermined rooms, so if you're unlucky it can be 20 times the hardest room... sorry for that !
@Dining Philosopher : Done ! Mac & Linux builds are online on itch.io ... untested though
Gemberkoekje
23. Dec 2015 · 14:24 UTC
nice game!
Tangible Games
23. Dec 2015 · 14:33 UTC
This game looks amazing, is fast paced, fun, and sets the right mood with its background music.
I especially liked that dead vines from previous runs remain in the background.
CPau
23. Dec 2015 · 18:02 UTC
Wow really good game feel and mood! The game is hard and fun; well done!
scorched
24. Dec 2015 · 20:42 UTC
This is epic! Congratulations on the entry!
Leon Möhring
27. Dec 2015 · 17:00 UTC
similar to my entry, I really like the graphics and the overall mood, but the minimalistic active plant style doesnt quite fit to the 3d world around you. It is also very cool that your old plants stay in the background. Overall great job!
SamH
27. Dec 2015 · 17:08 UTC
Great game! From the screenshots I was expecting a “Flower” mood to it, but it’s actually a lot more fast-paced. The difficulty may be a bit unjust (but I see you already explained why in a comment above).
UrbanHelsing
27. Dec 2015 · 20:29 UTC
Life finds a way. Well done
Gjarble
27. Dec 2015 · 20:59 UTC
Very good! The graphics are beautiful, the controls handle well, the music suits the mood perfectly, and the whole affair feels very polished. At first, I thought the plant multiplying into several stalks was going to make the game too easy (as it seems like, whenever you crash, there'll always be one surviving stalk), but I found that when the area of stalks you're concentrating on crashes, you have to quickly shift focus to another area of stalks, which makes for an interesting challenge.

The one thing that feels missing is a sense of progression. In other words, it seems like the game is supposed to be about seeing how far you can go, but there's little indication of how far the player has come, nor any particular reward for getting further and further (at least, as far as I got- I got a few checkpoints in before it got too difficult, generated a new level, and found the difficulty about the same). As such, my only motivation to keep going (aside from the general quality of the game) was the implication in the description on this page that there was eventually a surface to be reached (though I have no idea how close I ever got to it).

I see a couple of other people suggested including a score counter- that's one way to do it, though I think they're assuming the game is endless. Assuming I'm right that the game has an end point (reaching the surface), then a similar method of tracking the player's progress could be a slider that slowly moves up as the player gets closer to the surface. Either method would be an indicator of how well the player is doing that would motivate them to keep going. However, I think the game's lack of GUI elements is something worth holding on to (it really enhances the mood), and that you could achieve this effect a bit more subtly. Perhaps the cave should change appearance as you get closer to the surface- more sunlight gets through, moss starts to appear, that sort of thing. Maybe you could also take advantage of the parallax effect by putting large, distant objects in the background as landmarks for the player to slowly move past, such as more cave openings, underwater lakes, or even ancient underground temples and stuff.


Also, a far more minor note: the instructions should mention that Esc is the pause button- I had to do a little hunting for it (I tried Enter and Space first).

At any rate, I really enjoyed this. Good work!
🎤 Dayko
28. Dec 2015 · 21:26 UTC
@Gjarble : Thanks a lot for this big feedback :) You're totally right about the lack of indications for progression, it doesn't encourage at all to reach the end and that's a shame. As there is a fixed number of checkpoints, we could modify the environment at each checkpoints, or add a decreasing counter of meters before the surface is reached, they are many ways indeed.
Anyway, thanks for your time, we'll definitely consider this aspect of things if we attempt a post compo version :)
refreshgames
28. Dec 2015 · 23:35 UTC
Yay! This game is super cool! Good fun, nice graphics, lots of nice organic movements going on and it all just feels really nice to play, cool effects on the display of previous attempts to boot :P
DDRKirby(ISQ)
29. Dec 2015 · 02:06 UTC
Very nice!

Some very minor nitpicks:
- Your camera algorithm causes the view to pinch in a bit whenever a split happens, which is a bit jarring when it happens so regularly.
- As you go on the speed increases, which I think is great, but you may want to also try zooming the view out as well, so that it's still all about tight timing of left & right, rather than being limited by reaction time to the upcoming obstacles (or worse, being forced to memorize).

Eh, yeah, there is no development or progression past the initial set of mechanics, but I won't fault you guys for that; this is LD after all =)

The background branches marking your previous paths were totally unnecessary but had a beautiful impact visually; props on that.
TheWzzard
01. Jan 2016 · 18:54 UTC
this the best take on this idea that I've seen and with the most polish