NOTE: I'm getting a few people saying mouse doesn't work, I think it might be its just not obvious what to do first: you're injured so need to click on the medical cabinet. Hope it's just that and not a bug :)
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cr22 Aug 2011, 07:18
Love the art style - however left-mouse isn't working for me, for some reason. I can't interact with anything :(
Remind me Laputa by Miyazaki, and Skies of Arcadia (Dreamcast RPG)
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ointment22 Aug 2011, 13:32
Beautiful, yeah. The interaction needs refinement, though. The instructions at the bottom right are unclear and you'll end up trying to click everything. Use text rather than images - you could even tell a story (describe the events) while you're at it.
It ends right when it's started, but that's only to be expected from 48h games. I'm hoping you'll develop this further on your own time.
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ointment22 Aug 2011, 15:51
A promising and visually impressive entry that feels like a tech demo for a larger project rather than a game in itself.
thanks for commenting! yeah I guess a consequence of focusing on atmosphere and art, the game length and mechanics suffered somewhat.. I think this would have been better for a week long project, but I really wanted to try it anyway :). cr, I'm really sorry that's a terrible bug :(. the first thing you're supposed to do is click on the medicine cabinet- does nothing happen when you try that?
This is wonderful! I love the environment/mood of the game. I was a bit surprised by the abrupt ending, but that is to be expected for a game in a competition like this. I see potential for a very deep storyline here too. If you were to further develop this, I think it could be a hit!
I disagree about adding text, I like this icon-based gameplay, I can really see this expanded into a nice absurd lo-fi steampunk story about flying fortresses.
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voxel23 Aug 2011, 03:54
I've looked at quite a few entries and this is my favourite by far so far
awesome graphics! i too disagree with those naying the text. but i didn't know what to do at first and it took me a while to figure out what to click. i think the problem was that i didn't notice the blood on the ground--you could start it with the player getting hit or coughing up blood or something and then the bandage objective image could appear and then it would be pretty clear.
Absolutely loved the graphics and feeling. There's something magical about walking along on a ship.
The game itself was pretty neat, but I think some more helpful pointers would have been useful. I didn't really understand how to play at first. The first "task" wasn't obvious until I read the comments.
Working on Quest3D for more than 2 years, I can't believe this is done in that engine! Really cool graphics and a short but interesting gameplay. Congrats!
The game itself wasn't the best thing, but the graphics and engine were phenomenal, so I can see why there wasn't a whole lot of time to flesh out the game. Still, quite a wonderful concept, and briliant visuals.
Holy shit, that was amazing. The feeling of a story evolving so quickly is something awe inspiring. Just left me wanting so much more! My favourite so far :)
The art is amazing and even though, as you said yourself, this is more of a tech-demo than a game, it was still a lot of fun to play just because of how stunning it looks. I agree with others that it could have been clearer as to what you were supposed to do, initially. I thought left-click was broken, but it turned out that I just hadn't been clicking the medicine cabinet, the only clickable object at the start.
If this was expanded into a fully-fledged game, perhaps with a storyline, you could sell loads of them.
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labtech999924 Aug 2011, 10:04
Yea after the ludimdare you should expand this game. This would be the a.k.a. demo. you could make money selling it off steam. omg I would totally buy this.
blown away by the comments, thanks so much guys :) taking all the crits on board too, I totally agree the icons could be clearer. I'm not so keen on text (i quite like making my games multi-language, without need for translation) but things could be made more obvious through other means. As for expanding the game.. I'm in two minds! well, of course I'd love to, but I'm already working on a game called Pineapple Smash Crew . Hmmm!
This was very cool, although I'm not sure if I won or lost. I put the last item (the bomb) in the engine and it told me "thanks for playing". I'm going to assume the ship blew up and I died, it makes for a more complete story-arc :).
Legogo has a very good comment. I use dvorak, and so it's a right pain to play. I compromised by running sideways everywhere, but can't help feeling the arrow keys would have been a better choice.
I like the 8-bit style. Although it's terribly overused, it makes sense for LudumDare, and your colorscheme was wonderful. I didn't have any problems with the instructions or icons. It felt really polished (except for the ending).
Another fine entry for the competition. I would like to see this extended or continued somehow. A sequel perhaps. Also the text ending felt a little weak. Otherwise, great work.
16 iirc! if you want a tip, their firing timer gets reset if they get hit (i know, there's no feedback for this at all) so if you feel there's others about to shoot you, spray a few bullets in their direction and then go back to your main target.
Great art style, and good tension at the last bit of the game! Felt like I was a bit on rails with being told (well, sorta told) what I needed to be doing next. Could imagine it being turned into a nice full game post-LD :)
thanks tcstyle! As soon as I'm able to I want to follow it up :). For now if you're looking for more complex gameplay I'm working on a game called Pineapple Smash Crew: http://www.richmakegame.com/?p=371
Comments56
Remind me Laputa by Miyazaki, and Skies of Arcadia (Dreamcast RPG)
It ends right when it's started, but that's only to be expected from 48h games. I'm hoping you'll develop this further on your own time.
That was amazing.
The game itself was pretty neat, but I think some more helpful pointers would have been useful. I didn't really understand how to play at first. The first "task" wasn't obvious until I read the comments.
Overall, really nice work! :D
Please don't forget about other keyboards !
I don't know for the others by I can't switch QWSD to ZQSD so it's really difficult to play this game :(
If this was expanded into a fully-fledged game, perhaps with a storyline, you could sell loads of them.
Legogo has a very good comment. I use dvorak, and so it's a right pain to play. I compromised by running sideways everywhere, but can't help feeling the arrow keys would have been a better choice.
I like the 8-bit style. Although it's terribly overused, it makes sense for LudumDare, and your colorscheme was wonderful. I didn't have any problems with the instructions or icons. It felt really polished (except for the ending).
Overall, incredible work!
Needs clearer interaction, pictures don't say much.
if it was longer and had a good story, id even pay for this
This is great. The artsytle is lovely, adventure-mechanics solid, and the story beautifully simple.
Nice work!