Heroes of Okarine
Be welcome to play the Heroes of Okarine.
This was the first game ever we and my friends created. The idea of the game is to be a "defend the objective" game.
You are Hercules, one of the Heroes that the Okarine, a magical relic instrument, summoned to defend it against an horde of zombies.
The idea of the game is to be a multiplayer 2D defender game
---------- UPDATE 0.0.2 --------------
- Now, multiplayer is enabled for 3 players! First player will be on the keyboard, and the others just need to plug the gamepads to join the game.
- Wave system implemented. The number of zombies spawned will be increased over the waves. The more players on the game, more faster they will spawn.
- Counters on the top of the screen, below the Okarine's health.
- New Physics engine. More fluid jumps.
- Music, composed by myself and my guitar
- Sprites for the Okarine being destroyed (50% health it changes).
- A little change on the controllers: Spacebar now is the jump, instead of W.
------ Things to come ---------
- New characters
- support for 5 players
- more types of enemies.
- New level design
- Carry the Okarine around
- New attacks.
-> Keyboard Controllers -----
AD - Left, Right
Spacebar - Jump
Left Mouse - Attack
-> Gamepad Controllers ------
Left Stick - Movement
RB - Attack
X - Jump
This was the first game ever we and my friends created. The idea of the game is to be a "defend the objective" game.
You are Hercules, one of the Heroes that the Okarine, a magical relic instrument, summoned to defend it against an horde of zombies.
The idea of the game is to be a multiplayer 2D defender game
---------- UPDATE 0.0.2 --------------
- Now, multiplayer is enabled for 3 players! First player will be on the keyboard, and the others just need to plug the gamepads to join the game.
- Wave system implemented. The number of zombies spawned will be increased over the waves. The more players on the game, more faster they will spawn.
- Counters on the top of the screen, below the Okarine's health.
- New Physics engine. More fluid jumps.
- Music, composed by myself and my guitar
- Sprites for the Okarine being destroyed (50% health it changes).
- A little change on the controllers: Spacebar now is the jump, instead of W.
------ Things to come ---------
- New characters
- support for 5 players
- more types of enemies.
- New level design
- Carry the Okarine around
- New attacks.
-> Keyboard Controllers -----
AD - Left, Right
Spacebar - Jump
Left Mouse - Attack
-> Gamepad Controllers ------
Left Stick - Movement
RB - Attack
X - Jump
Comments12
That said, the game itself is pretty hard and lacks visual/audio feedback when you hit and get hit by the zombies.
The assets you guys made look good! Maybe you could work on the background, do some balancing, and release a post-jam version?
We are aware of the balance and difficult of the game on its Jam version. We are working on local multiplayer as well, so be ready to play with your friends \o/
Our slave artist, Paulo, enjoyed all compliments about its art, and sended some hearts for you <3
You guys have a true sense for creating an atmosphere. Sound, colours and characters are in good harmony.
But the game lacks mechanics. For this reason the player quickly looses the illusion he is in a fantasy world.
You can see the spawn timer of the monsters and the character is too slow and has difficulties climbing slopes.
After all the atmosphere is currently relaxing which fits more for a quest like game if you want a co op.
If you want a platformer, a lot more action in the scene would be one way to go.
I myself will take the valuable advices given from the community to change and add elements to my game and am already excited to see the before vs. after comparison.
- It's not satisfying to kill enemies as is, adding a visual and/or sound effect when you kill them would help a ton.
- The controls are awkward, as the mouse should be used in combination with pointing at something. Use a button instead to attack, as the mouse just feels awkward to use as well as space and the arrow keys.
- I think the gameplay would benefit from more variation in having different kinds of enemies which force the player to use different startegies and move around.
- I wouldsuggest having different, darker music, the current music doesn't really fit the mood of the game.
- Slow the enemies down so that the player can get used to the gameplay, and have them spawn in waves to help the difficulty progress naturally
There's probably some other stuff, but these are the main suggestions that come to mind. Good luck with the post-jam version!
The controls, albeit simple, are functional, though I felt a bit of delay when punching. :P Also, you can get stuck on platforms (well, I did to the side of one) and this might not be desired for this type of game, unless you plan on adding a hanging from ledge action later. :P
Overall, the game's pretty nice and fun! Nice work there! :)
The different resolutions between characters and background were a bit jarring, maybe you could have simply doubled the character resolution. There was a lot of detail in the design that was hard to appreciate because everything was quite small. Also in a pixel game I would advise you to switch off pixel interpolation (there is a setting in GM:S).
I had a controller connected so it started a two player game. While controller support is really nice, apparently there is no proper way of playing the game with one player and a controller because you always get two characters.
There is a video on youtube called "The Art of Screenshake" which I would highly recommend. Your game will become so much more fun if you add some of the ideas presented there (I didn't have time to do that for my game though).
Keep up the good work!
Thank you all for rating the game!