Mass Squire is a 2D Adventure Platformer, loosely inspired by Dig-Dug. This year's Ludum Dare theme was shapeshifting, so we incorporated that in two major ways. First, the player is a squire, aspiring to become a knight. On his adventures he accumulates items a knight would wear, shifting himself from being a squanderly squire to a full-time knight. Second, rather than just an aesthetic shift, the player is also able to shift the mass of his surroundings by firing a heavy pixel that sticks to enemies and movable objects. Instead of traditionally killing enemies using weapons, the Squire incapacitates his dark enemies by firing them full of heavy pixels, weighing them down until they tip over and their soul leaks out from the laden corpse. Hope you all enjoy the game, our team had a ton of fun making it!
(To be refined and released on mobile platforms in the near future!) (We would love to hear your feedback!) Thanks!
Tools Used: -Unity Game Engine -Visual Studio -Audacity -Pyxel Edit -Bfxr -GIMP -My Saxophone
Loved the pixel art! The weighing down enemies mechanic is an interesting idea, but the execution seemed a little inconsistent - sometimes enemies would fall over but keep moving.
The pixel art reminded me of old Atari style, which was cool.
I felt like it needed more feedback when you were shooting the enemies, like having them flash or get pushed back or something. The pixel just sticking to them was not very clear that I was "hurting" them at first. Same for enemies hurting the player - it wasn't clear if I was even getting hurt or when.
It was ok. The hud seemed to vanish on the 2nd level. Didn't like the sound effects. Level design was mostly good though, i got "tricked" by the water before the end in the first one :) the camera made it look like it was infinitely deep, but it was just 1 tile and didn't hurt at all. the link to the theme is uh, very tenuous indeed.
Cool art. I was excited when I saw an option to use a joystick but when I tried it, it doesn't seem to work. -- Is it a bug? -- Also, usually clicking to shoot only makes sense if you can actually aim with the mouse. -- Finally, you should give users more "padding" room for jumps -- but then throw stuff at them (like bad guys flying at them or shooting at them, etc.) -- then they have to use that wiggle room to avoid the obstacles. -- but forcing the user to make maximum distance jumps for no reason never feels that fun in a game. -- Good luck on the Windows Store!
The art was cool, and really well down. I loved the physics they were really fun to play around with. Player moved a little slow, but it wasn't that big of an issue. Shooting was satisfying as well. Overall good looking game!
I loved the graphics and the sound effects, but it was slow paced and there was no music, so it got boring, on level 2, I think, the GUI was gone and I was immortal, I noticed that the shots sometimes went over the heads of enemies.When I tried to quit I was unable to, so I had to Alt-Tab out. Didin't really see the shapeshifting.
I like the concept, but in the end it doesn't really affect the gameplay, it still is just a shoot at things until they die kind of game. Still, everything worked smoothly and even as just a shoot at things until they die kind of game it was still enjoyable.
Comments10
play and rate my game here:http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=88260
I felt like it needed more feedback when you were shooting the enemies, like having them flash or get pushed back or something. The pixel just sticking to them was not very clear that I was "hurting" them at first. Same for enemies hurting the player - it wasn't clear if I was even getting hurt or when.