For this LD I went with a platformer to experiment with Construct 2's Tilemap plugin. Wander through the fortress, avoid enemies and spikes, and find new abilities!
Arrow keys to move around and use abilities (if you can!).
The art is great but the gameplay mechanic, while an interesting concept, is too frustrating to me, especially when combined with the speed of the enemies. The lack of music really highlighted how much I hated the jump sound, too. :(
Very sweet graphics, one of the nicest game I've seen so far on this LD ! A nice take on the theme gameplay-wise too. I have to agree with Dooleus though, the time when we are prevented from acting after a "foul" is a bit too long and makes it frustrating. The speed of the enemies did not annoy me as far as I went it was mostly a matter of getting the timing right.
I got stuck by what appears to me as a bug that prevented me from moving, just after having turned my first red X into a green "go for it".
Otherwise, a little - for the jumping sound that gets pretty irritating after a while.
Thanks for all the kind comments, guys. Hopefully I'll have a chance to give your entries a look, but my internet access is very limited at the moment. I'm thinking I'll do a postmortem writeup for the game sometime soon, address some of the issues you guys and myself have noticed.
Very cool. Nice cartoony graphics and atmosphere. Best use of the theme I've seen so far, but I soon found the game incredibly frustrating. As others have said, I think the game would have been better overall if the wait time was eliminated, and controls just shorted out until 0 buttons were pressed. I hope you continue working on this, because it definitely has potential.
I really enjoyed this. Great art and animation, and while the one button controls were tricky to start with, it soon became second nature. I liked the design decision to start off with all controls before disabling them.
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Interesting and challenging idea, if a bit hard. The graphics & presentation are great as always
A nice take on the theme gameplay-wise too.
I have to agree with Dooleus though, the time when we are prevented from acting after a "foul" is a bit too long and makes it frustrating.
The speed of the enemies did not annoy me as far as I went it was mostly a matter of getting the timing right.
I got stuck by what appears to me as a bug that prevented me from moving, just after having turned my first red X into a green "go for it".
Otherwise, a little - for the jumping sound that gets pretty irritating after a while.
A very nice entry overall, great job !
I'm thinking I'll do a postmortem writeup for the game sometime soon, address some of the issues you guys and myself have noticed.