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Ludo's Quest


martindrapeau
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Ludo's Quest is a side-scrolling platformer inspired from Super Mario Bros and Ghosts 'n Goblins. Fun for the young and old. It includes 16 levels but also a level editor. You can publish levels or play ones created by the community.

ludosquest-splash-512.png

 

Ludo's Quest was released to iOS last week. It was built using Backbone Game Engine (I'm a web guy so I built a framework on Backbone) and compiled to native using Cocoon.io (I highly recommend it to wrap HTML5).

 


Play the game in your browser: www.ludosquest.com/play

User generated levels: www.ludosquest.com/maker

 

Please have fun playing and do provide feedback. I'll be happy to provide iOS promo codes to anyone wanting to try it out of iOS. Just reach me on twitter @@martindrapeau.

 

--Martin

screen9-small.pngscreen5-small.png screen21-small.png

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Nice graphics, runs great :). Only problem is with the x and z controls which are a little unuasual. I think replacing the x with space would make an improvement.

One more thing I noticed, is that if I try to double jump a little later It wont't work. So it has to be pressed twice immediately to work.

Good job otherwise :)

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  • 3 weeks later...

First, the visual style of the opening screen and the intro made an impression on me, so good job on that :)

 

However, like Apelmon, I found the controls a bit too 'sticky': the character moves rather slowly and takes a while to change directions. You're right that Super Mario does have acceleration and deceleration, but I would see that the direction changes in this game should happen quicker, especially if bigger fighting scenes later on require more accuracy.

 

Likewise, I'd also suggest thinking about small things like difficulty pacing: when you first introduce the run-jump, you also simultaneously have to take into account the spider on top of the platform, which is also the first enemy you see in the game. So here, you're introducing two gameplay elements at the same time. I'd keep the introductions in the beginning really simple. For example, first just fight a spider on the ground and then later on, introduce a section where you have to time your jump to a higher platform so that you don't hit the spider at the same time.

 

I also got nailed by the second spider since I was having trouble reaching it due to the short range of the sword attack, which I feel should be improved.

 

So, while I believe there's tweaking to be done, but the potential is there :)

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