Turnip Boi and the Forest Lost in Time by Codeman1010

The Forest of Sprites has long been protected by their magical crystal. Now, it is shattered across time, destabalizing the flow of eras. A Hero must emerge to collect the shards of crystals. Who will win - Time itself or One Turnip Boy?!




| Link | https://dragontheorygames.itch.io/turnip-boi |
| Original URL | https://ldjam.com/events/ludum-dare/49/turnip-boi-and-shattered-crystal-of-time |
Ratings
| Overall | 962th | 3.365⭐ | 39🧑⚖️ |
| Fun | 934th | 3.257⭐ | 39🧑⚖️ |
| Innovation | 1135th | 2.932⭐ | 39🧑⚖️ |
| Theme | 1259th | 2.919⭐ | 39🧑⚖️ |
| Graphics | 655th | 3.716⭐ | 39🧑⚖️ |
| Audio | 460th | 3.542⭐ | 38🧑⚖️ |
| Humor | 1059th | 2.406⭐ | 34🧑⚖️ |
| Mood | 479th | 3.643⭐ | 37🧑⚖️ |
| Given | 32🗳️ | 39🗨️ |
Overall a really good submission for the jam keep up the good work :)
Good work overall
My suggestions for the next one would be:
- Level design: For game jam games, make the lose condition less punitive than restarting from the beginning. There are a lot of games to play and rate, and I would like to see as much of the game as I can, but after 10 minutes I have to move on. Here, I played the same intro sequence 5-10 times because I kept missing a jump, so I felt like I only saw part of the game content. Once thing you could do would be to add checkpoints, or cut the game into smaller sequences (e.g. restart from last portal).
- Graphics: Consider increasing the contrast between gameplay elements and the background, especially gems, for example by making them brighter. Here it felt like bits of purple blending with more purple :smile:
I really like the 3D death transition, that was a super nice effect!
Overall, well done!
Thank you for your feedback!
I normally highly disapprove of WebGL because of the input lag and performance problems that I have playing games in a browser. While the framerate wasn't great, I was able to get by surprisingly well and the controls felt responsive. Still, I'd prefer a standalone Windows/Linux release if possible.
My biggest complaint comes from the gravity. You can fall to your death in less than a second; while it feels snappy, it makes accidental death much more frequent, and when the game sends you all the way to the start this feels quite unfair. There weren't too many jumps that felt unfair as the camera was fairly reliable, but the gravity issue combined with the lack of a safety net really hurt my experience with this game.
All in all, great entry! I hope your team releases the OST separately at some point if it uses original tracks.
(Also, this is a very very small nitpick, but if the game uses only keyboard buttons to play, why force the player to grab the mouse just to retry after failing??)
The gravity felt a bit strange, kinda like dropping like a rock, only more intense. But at the same time, the jump was a little harder to control, so having more time to move while falling/falling slowing would make it a bit easier. Although I'm really bad at platformers of any kind xD
The only other issue I had was that the starting text in the air was a bit hard to read because it kinda clashed with the game UI. Overall I really liked it and well done \o/
Overall, though, nice work :)
Oh well, it was pretty good. Art especially. Well done!
Gameplay wise, it was interesting how quickly you drop after such a slow and graceful ascent. It definitely takes some getting used to. Having to restart the whole game upon death was pretty frustrating though. I think you should have added checkpoints and maybe some sort of stamina bar so the player has a better understanding of how close they are to dropping out of the air like a brick.
I had a tough time with the jumping, the gravity is really intense! It's a very different kind of jump than I'm used to. I think it could have felt more intentional though - it felt almost buggy, like there was some browser issue or something.
I think to make it feel better, you could do things to accentuate the really fast fall of the jump - adding a dedicated sound effect for when you're falling, stretching the character sprite a little, some fast particles when you're falling, and even a screenshake when you land - I think those things would sell players more on "this jump is special and is THE reason you should be playing this game." I would also recommend switching the controls to a 2-hand instead of 1-hand layout to help me have finer control, since the jump is so challenging. Maybe jump on space and movement on arrow keys or something like that.
I thought the vibes of the world were really interesting, and I was pleasantly surprised by that 3d model in the middle! Really cool! Also the perspective-y game over effect is cool!