Heroes are invading your lair! Deal with them like a Gentlemonster, by scaring them away!
It took me all night to put it together, but this is the most satisfied with a Ludum Dare entry so far! Not that I won't pretend it's well polished, or includes everything I wanted, but having a bit of time left at the end of the compo to hunt bugs and add a tiny bit of audio was a great feeling!
This game had tons of personality. The character is simple yet works so well. A gentleman monster. That's just brilliant. And it's not just a story element either, it's gamplay one too, since you don't actually kill anyone but just scare them as you don't believe in violence. It gets even better when you realise the louder your scream is the more scary it is. And that reflects in the sound design as well since your scream goes from a skreech to a cute roar to a monster-like roar. Other than that the gameplay is functional and the graphics have lots of charm to them. Overall, a good entry that put me in a good mood.
Great little game. Not super clear why it's sometimes really easy to scare and sometimes not. Also hard to tell the difference between a confident and scared hero. Wonderful game, huge potential. The ability to buy some passive traps would've been interesting!
It was good, my only issue was that the space bar was used to advance the screen and scare, so at games end you moved through so much if you were mashing the space bar. Maybe ENTER instead?
Funny and cool story and gameplay idea. I also like the different scream sounds depending on how loud the monster screams. It was just a bit hard to see the difference between confident and frightened heroes, but during gameplay it was actually quite clear.
The idea is really cool ! The gameplay is quite easy to figure out, and the game itself it nice. The only thing missing is a music, for a better ambience.
I was worried the scared heroes might be a bit hard to tell apart from the confindent ones. It was pretty clear when I was working on the sprites up close, but once I zoomed out it became a lot harder to see. I might add some extra panic markers to scared ones if I put together a postjam version.
Music would definitely be something I'd like to add if I get a chance, too. All the sound effects so far were made with my mouth, but if anyone has a recomendation for a music program, I'd appreciate that!
@goldenindiegames: I hadn't thought of adding traps! That could be a really interesting addition for a post-jam version!
@Elenesski: Hmm, I prefer keeping the range of buttons low, but I'll defintely looking into what I can do to stop people missing their score screen!
@LeoM: I was originally intending for there to be a range of monsters with different abilities, one of which would be able to detect heroes off screen, but that was way outside the scope of 48 hours. I'll see about making them easier to find, though!
I think you had a really good idea but realization is not that good. It becomes repetitive too quickly. There could be more stuff happening like different enemy types or some other dangers.
Sweet game! Love the hairy little dude! The texts were awesome as well! A bit hard to see the difference between a frightened and a non-frightened hero, though was awesome animations of them fleeing when getting scared! Awesome!
Clever idea. Took me a few tried to get it but it was fun.
I wish there was a little more difference between the types of heroes...thought you were trolling us for second there. The overall look and story was really great though.
really good game, well made, nice controls, nice textures, but I can't really beleive this is made in 48h, did you wasted some time somewhere ? I don't know how to play it even it there are a lot of help text, and I found a bug, I scared the guy in a dark area over him while running and instead of having back the death screen, the cam was just infinitly scrolling left side down.
@commodoreKid: I would like to add more enemy types for a post jam version, but I worry it could dilute the character of the enemies. The square-jawed, broad-shouldered hero is such a cliche that I can't really think of anything else worthy of standing alongside him.
@bouletmarc: I did have to pull an all nighter on the second day, but in the end I was glad with what I'd achieved. I did waste a little time accidentally spriting the hero at twice the size I needed (you can see that sprite on the Game Over screen), and originally I had a movement system that let you move around the middle of the screen without it scrolling. It was meant to make it so you could keep your focus on the heroes while you were avoiding them, but in the end it was just limiting visibility and causing all sorts of bugs. Thanks for your bug report too, I'll see if I can replicated and eliminate it!
And thanks for all the other feedback too! I'm glad to see people seem to be enjoying my game! ^_^
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It's very hard to defend the both way at the same time ! A map would be useful. ;)
I was worried the scared heroes might be a bit hard to tell apart from the confindent ones. It was pretty clear when I was working on the sprites up close, but once I zoomed out it became a lot harder to see. I might add some extra panic markers to scared ones if I put together a postjam version.
Music would definitely be something I'd like to add if I get a chance, too. All the sound effects so far were made with my mouth, but if anyone has a recomendation for a music program, I'd appreciate that!
@goldenindiegames: I hadn't thought of adding traps! That could be a really interesting addition for a post-jam version!
@Elenesski: Hmm, I prefer keeping the range of buttons low, but I'll defintely looking into what I can do to stop people missing their score screen!
@LeoM: I was originally intending for there to be a range of monsters with different abilities, one of which would be able to detect heroes off screen, but that was way outside the scope of 48 hours. I'll see about making them easier to find, though!
I wish there was a little more difference between the types of heroes...thought you were trolling us for second there. The overall look and story was really great though.
@bouletmarc: I did have to pull an all nighter on the second day, but in the end I was glad with what I'd achieved. I did waste a little time accidentally spriting the hero at twice the size I needed (you can see that sprite on the Game Over screen), and originally I had a movement system that let you move around the middle of the screen without it scrolling. It was meant to make it so you could keep your focus on the heroes while you were avoiding them, but in the end it was just limiting visibility and causing all sorts of bugs. Thanks for your bug report too, I'll see if I can replicated and eliminate it!
And thanks for all the other feedback too! I'm glad to see people seem to be enjoying my game! ^_^
Solid entry in my opinion
Good job!
Anyway nice little entry :)