
NinjaFlare
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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My entry for the LD48 is a minimal run and jump game with procedurally generated levels. Your character can slash, jump and use his grappling hook to kill enemies and get ahead in the level.
Watch Here:
http://youtu.be/H4Wk0_9ysIE
It was created almost entirely from scratch in C++ using SDL. The pixel art was made in photoshop, and sound effects in SFXR. I tried as much as possible to program the art instead of just using static sprites.
It seems a large complaint is the controls can seem tricky. I agree with this entirely, and would have taken more time to get right. I would like to provide some more insight into the controls.
The player can only perform a slide when he is running at near full speed. You must hold [down] to keep sliding.
The player can also jump to different heights depending on how long they hold the [x] jump key down.
The jump key [x] also doubles to shoot out the grappling hook when its possible. There is likely a bug in the code for the grappling hook since it is not 100% reliable. You can grapple when you are up to 64 pixels below a ledge.
Also the attack [z] performed when you are on the ground can only be performed when moving less then full speed, so you need to slow down a little to use it. This was intentional to make the movement a little more thought full.
It may be a big letdown to some but there is no win condition in the game. The deadline was too close to implement this and have it tested well enough. My idea was to have some kind of meter that is always counting down. Every enemy that you kill adds to the meter or something. The levels already get slowly harder, making it harder to kill enemies, making death inevitable. The final score reflects how long you survives or something.
Watch Here:
http://youtu.be/H4Wk0_9ysIE
It was created almost entirely from scratch in C++ using SDL. The pixel art was made in photoshop, and sound effects in SFXR. I tried as much as possible to program the art instead of just using static sprites.
It seems a large complaint is the controls can seem tricky. I agree with this entirely, and would have taken more time to get right. I would like to provide some more insight into the controls.
The player can only perform a slide when he is running at near full speed. You must hold [down] to keep sliding.
The player can also jump to different heights depending on how long they hold the [x] jump key down.
The jump key [x] also doubles to shoot out the grappling hook when its possible. There is likely a bug in the code for the grappling hook since it is not 100% reliable. You can grapple when you are up to 64 pixels below a ledge.
Also the attack [z] performed when you are on the ground can only be performed when moving less then full speed, so you need to slow down a little to use it. This was intentional to make the movement a little more thought full.
It may be a big letdown to some but there is no win condition in the game. The deadline was too close to implement this and have it tested well enough. My idea was to have some kind of meter that is always counting down. Every enemy that you kill adds to the meter or something. The levels already get slowly harder, making it harder to kill enemies, making death inevitable. The final score reflects how long you survives or something.