Made for Ludum Dare 40 (Jam) by URNext7634 and DarkSamus9000
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Capeman Adventure is a short and unfortunately horribly buggy platformer. In it, you play as Capeman, who goes on an adventure to defeat the forces of evil blah blah blah.
Yes, It's horribly buggy. We know :( With limited time and virtually no skill there was only so much we could do. Issues with our custom engine forced us to make an emergency switch to Construct 2, which we had basically no experience in. Considering that both of us were doing a first time job here, I'm ok with how it turned out. Play it! Or don't.
Please enjoy, if possible :)
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Controls:
Jump: W
Left & Right: A & D
Attack: Spacebar
(Double Jump is acquired after level 1 - press W while in air to jump again)
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Art, sound, level design: URNext7634
Music, putting together game in Construct 2: DarkSamus9000
This game has shown us all our weak areas of game development (all of them). In the next six months we will be practicing code, music, art, and game development together to prepare for the next Ludum Dare. (Hopefully we will be less busy then as well!)
Enjoy the game if you can!
EDIT: Fixed a bug where the ending for level 1 was on the wrong layer, making it impossible to finish level 1
@0not thanks! :) It was a little of a a disaster from our end, so we had to salvage what we could. We'll hopefully be in next time and have something better :D
Nice job getting to the finish line, I didn't notice any terrible bugs. You can see the game had good ideas, but keep working on your execution so you can fully realize them.
@johnstapler and also @ponker yeah, sorry about that, sounds were made and implemented right before we uploaded, so there wasn't much time to make better ones or tweak them around much. Would it be against the rules to lower the volume post-jam?
Way to go for a first attempt guys. Bugs definitely prevented playability, but didn't stop it. Having to switch engines mid-jam is not an easy feat either. Good Idea to keep practicing, I'm excited to see you guys next round.
Thank you for all of your comments! I'm glad some of you still enjoyed it. We didn't want to back out completely after having already committed ourselves to the project. That's why we stuck with it after I discovered an engine-breaking bug in an API I was using for the engine on the night before the jam.
Ludum Dare 40 has us sold on game development. I'm still working on the hand-coded 2D engine that we were going to use originally. Over the next six months, @URNext7634 and I will be sharpening our art, music, and programming skills, and we'll be back again for Ludum Dare 41.
Congrats on making it through your first jam. Sounds like you had a bit of an issue with scope, but that is one of the great things about doing these jams, it's all about just developing your skills.
It's great you got your game submitted despite the technical difficulties you had at first. I liked the oldschool music a lot, but it got a bit droned out by the sound-effects - turn their volume down a bit and you're good to go. :)
The platforming felt fun, only problem was that the double jump sometimes didn't seem to work.
Also, the ending gave me a good chuckle. Don't be so harsh to yourselves and keep up the good work. :)
Some of the levels could be dialed down a lil but wow what a dope entry on such short notice! Congrats! Also a heart bar instead of numerical would be nice too. But I'm not complainin! That was fun goodjob!
Could not complain almost about anything, except maybe spontaneous moonwalk of main character (that's fun actually) and that I may have suffered permanent brain damage ;) Good job!
Good work on putting something out there for your first time! It's always rough, especially with scope; I still overestimate how much I can complete in a weekend. Anyways, I thought the platforming was fine when not on slopes. The music sounded cool too. I will follow you and look forward to your next games!
Excellent first go! The music was very fitting, though I didn't see the theme in this one. The graphics weren't all that great (I understand it's programmer art, though :wink:), and yes, it was buggy, but for learning a completely new engine in 72 hours? Hats off to you!
@kothead I'm glad you enjoyed that. I noticed the bug myself and didn't waste my time fixing it because it was too fun :) And bravo to you for playing until the end!
@samusoidal Thanks for the reply! Our original plan was for the character to gain more abilities, and each ability would have a stronger negative effect on the character, until you arrived at a boss fight with the demon who was granting you such powers. We loved the idea, but we had too much work to do over the weekend, and combined with switching to Construct 2, we had no choice but to settle with something easier.
We decided to go with the lazy "The further you go through the game, the more broken it becomes", although I think our execution was pretty lame. Level 2 introduced buggy collision, which just became frustrating, and it also showed some bizarre looking tiles & missing texture icons further on. Level 3 was a huge abomination of missing tile textures, finally ending in a blue screen of death, to which I took artistic liberties with the ending message.
I'm still working on my custom engine. Hopefully next time we will be less busy and more prepared, and we can make something better. Even if it's not great, I did appreciate the challenge of Ludum Dare and the things I learned during the 72 hour jam. @URNext7634 and I are certainly coming back!
Forgive the long posts - it's my nature to write like this ;)
Comments25
Music is annoying after a while. All in all a nice game.
Ludum Dare 40 has us sold on game development. I'm still working on the hand-coded 2D engine that we were going to use originally. Over the next six months, @URNext7634 and I will be sharpening our art, music, and programming skills, and we'll be back again for Ludum Dare 41.
The platforming felt fun, only problem was that the double jump sometimes didn't seem to work.
Also, the ending gave me a good chuckle. Don't be so harsh to yourselves and keep up the good work. :)
@samusoidal Thanks for the reply! Our original plan was for the character to gain more abilities, and each ability would have a stronger negative effect on the character, until you arrived at a boss fight with the demon who was granting you such powers. We loved the idea, but we had too much work to do over the weekend, and combined with switching to Construct 2, we had no choice but to settle with something easier.
We decided to go with the lazy "The further you go through the game, the more broken it becomes", although I think our execution was pretty lame. Level 2 introduced buggy collision, which just became frustrating, and it also showed some bizarre looking tiles & missing texture icons further on. Level 3 was a huge abomination of missing tile textures, finally ending in a blue screen of death, to which I took artistic liberties with the ending message.
I'm still working on my custom engine. Hopefully next time we will be less busy and more prepared, and we can make something better. Even if it's not great, I did appreciate the challenge of Ludum Dare and the things I learned during the 72 hour jam. @URNext7634 and I are certainly coming back!
Forgive the long posts - it's my nature to write like this ;)