Hey guys! We are a team of two, Anubhav Kashyap (@anubhav-kashyap), a 14 year old game developer and the programmer and 3d artist of this project, and Riley (aka Horsey Games, @porcus-pie), a 17 year old game developer who acted as the music producer in this project. The programming took a lot of effort, since there was trouble with Unity and it wasn't working properly. Our one day's progress even got deleted. But we somehow managed to finish the game (with many features lacking), and here it is.
You play as the main character (obviously :expressionless: :laughing: :laughing:) and have to survive through this bullet hell + hack 'n' slash + platformer game. Also, this game combines 2 other genres too, Fantasy (character & environment) and Sci-Fi (turrets).
Just check out the last level, and please do tell us if you manage to survive (send a screenshot too). Alright then, see you later! We hope that you have fun playing our game. :v:
All the assets have been created by us in the 72 hours of the competition.
I wanted to try, but the link goes to a 404 page not found. Is it possible you have the itch page set to a private draft instead of a published public page? You can check by going to the game page, clicking "edit" at the top, then going to the bottom of the edit screen and checking the setting for "visibility and access." (I know b/c I made this mistake last time!)
I don't know if its me but... i can't seem to get past 1st platform.. bullet delete doesn't seem to work, there's no doublejump so... am i doing anything wrong?
I don't know if its me but... i can't seem to get past 1st platform.. bullet delete doesn't seem to work, there's no doublejump so... am i doing anything wrong?
Welp. after messing with it for 5-10 minutes i want to say... character controler is insanely uncontrollable. Jump height is inconsistent.. still didn't land on the platform.. most jumps are so small that i can't even jump over the bullet.. sometimes my character DOES jump high but... i still somehow can't reach the platform because 1-2 pixel is blocking me... I would like to review this game but i just can't.. Visual is pretty good and audio is pretty good so you guys got that going :)
I have same problem as others around here. I cannot jump properly to even jump on the first platform. This game looks so great, I wish I could play it. I will give you points at least for the graphics, because I really love them :)
Couldn't reach first platform, I don't know if I'm doing something wrong but I'm sad I can't go further! Still cool visual and cool character, keep it going! :D
@anubhav-kashyap It's better when you can play :D what you should try to do is improve the camera view, it's a real problem when you jump and you can't see where you're going to land, and also let the player see a bit further in front of him (in the second level that was really annoying).
Still, the graphics and audio are cool, as I already said the character is great too, keep it up :)
You could had some feedback ( when you destroy a bullet , or when you get a hit ) in order to simplify the compréhension . However it's a good réalisation for a game made in 72 hours .
Great 3D Art with a nice soundtrack ! It's nice to here and see ! However I must admit that the game is a bit too floaty on game mechanics (or maybe it can stay as it is but with a wider view of the environment) and it's hard to understand if you hit something, or if it hitted you because there's no feebacks :/
But I did really like to play the game and the artstyle was really what make me try it out :D Well done !
Almost all the time, I can't fight those canon balls - that said, I'm not surprised, given that a sword seems not really effective against canon balls :stuck_out_tongue_winking_eye: - and so if I can't dodge, I take them right in the life bar. And the level I gave up was the one where dodging is impossible if you wanna go ahead (the level where, all the way, there are two canons in staggered position, in such maneer that you can't avoid *and* move forward). But appart that, it seems that you worked a lot on that game, there are enough big levels, and arts are good, so well done! :smiley:
Wow, impressive work from such a young developer! I think back to the crap I was making when I was your age, and what a difference. Nice work!
This game looks really nice, with cool models in a nice environment, some quality trees to give a sense of a real place floating in the sky, and a cool glowing sword trail.
I played a while and I got to the upward level with the staggered canons where you start having to use the sword to progress, here is a screenshot: https://imgur.com/a/KYfH7rN
I got further than that, up to the part where the canonballs start coming in 1-2 combo from TWO low turrets, that was too hard for me! I gave up after that because it was taking a while to clear that level since I cannot swing the sword while also moving (Tho i can see why you made that design choice).
For jump feeling, two small things to consider for next time: 1) if ppl say a game is floaty, you can fix that with increased gravity so the character returns more quickly to the ground; 2) try changing the collider material to have no friction, because in the screen shot I linked you can see my shin is "stuck" on the platform, and I will stay there in midair if I keep holding right, but if you have no friction then this problem goes away.
Anyway nice little entry even though I couldn't beat it.
Look forward to seeing what you come up with next time.
Wow that was such a great game for such young guys! Glad to have you both part of this LD.
What I loved * Great 3D artwork * Nice soundtrack * Big levels
My Thoughts * The game looks really nice but I felt a sort of disconnect from the player & the world not fitting together well. * Game felt like it was meant to be played in a moon setting. Too mmuch gravity :smile: * Cannonballs is where it became to hard for me * Needs to have a little more feedback.
This is a nice game, but it doesn't really feel complete yet. First off, bonus points for the graphics and audio. That was really nice.
However, gameplay felt less OK. Several points I noticed, were:
- Swinging the sword wasn't really powerful enough, it took too long and you couldn't do it in-air - It was hard to see when you got hit - When jumping, the camera went too far up, so you couldn't really plan the landing - I usually ended up eating a bullet. - Also, on jumping, you can get stuck to ledges, which is annoying. I got stuck to a cannon muzzle once and, well, that was a short run... - And you can't destroy the turrets. That would've really helped I think..
The game is perhaps not perfect, but I had a lot of fun playing it. And both the music and the main character is really well made. Overall a fine LD game.
Hi guys! I'd like to say GG to both of you! You did a nice job with this 3D stuff and programming. The game is nice but misses a bit of feedbacks in my opinion. I mean some effects when you strike a canonball or when you get hit would be good.
Keep it up guys! You'll reach success one day or the other ;)
It should come as no surprise that I am going to repeat what everyone else has already said. Absolutely fantastic work especially in light of your ages. The 3d work and sound are really where your game stands out. I too had issues with the sword animation being too quick and the window to reflect bullets is too small. But I am so floored by the 3d work that its quite clear you have a bright future ahead of you.
Well, as others have said, it could have used more polish; but I understand you were really trying hard just to get it out on time. - The graphics were really good! I liked the main character and he fit in the world really well. - Some feedback (a sound effect or a screen flash) might have been good so that the player knows when he's been hit, and having a jump height based on how long you hold the spacebar and not based on your velocity would have been a better system (in my opinion). @pebkac nailed the hard bits of the design. - The music was very reminiscent of those classic SNES RPGs, good pick there! - I liked the level design, it was intuitive and easy to navigate, though it could have used a little more variety in textures (I think).
I like this game. But there are some problems, but nothing that you can't fix in the future. The levels are intuitive and the graphics is awesome. The problems I've encountered are:
- Some problems with the collisions - Some background elements are too near from player - The jump gravity is too low, it seems to be on the moon - Sometimes the jump attacks the player on the walls of the platforms
Good job!
If you want you can try my game on this link: Scarry
Visually nice and coherent, but the ground should be flat (at least the hitbox). Adding a doublejump or slightly increasing the height amount would make the game a lot more smooth. I am very impressed though that you managed to make such a nice game considering your age and the fact that your first day got destroyed. Great job! :)
You did a very good job there, as i expected :D You got some very great looking graphics and models there (as i expected :D) and the gameplay and the leveldesigns are also great (i kind of thought that :D)
In Unity, you can also export to MacOS and Linux, or WebGL, if you don't want to export so often. Think about at least export your project to webGL for everybody, wich hasn't got a win-pc :D Binding webGl into itch is also very simple, so it won't cause a lot of aditional work to do :D
Like many others said before the game feels like a good concept that needed a bit more polish. Jump height should've been a bit higher, ground collider flat etc. etc. The skeleton of the game is solid though and I'm sure your next LD creation will be even better. Can't wait to play it:)
Good graphics and music! I found some little problems like other said in the comments, so I don't repeat them! Your team is very young and there was few time to develop, so you made a very good work!!
Art was good and music wasnt bad, problem as everyone said controls. The jumping is very floaty and you only do a full attack while holding x not pressing it, still I never managed to hit a cannonball. My suggestion is fire the cannon when the player can see it, so that the player can react to it rather it being down to luck.
I appreciate the length of your game!! Most Ludum Dare levels are way smaller. Nice music, too! And the graphics are cute! I also think the game feel could be improved, but being a game jam, what do you expect?! Congratulations!
Cool game but there should have been some kind of response when you get hit by the bullet and when you deflect it or what ever happens. Other than that the music and art style worked well together, so all in all quite a nice entry!
Nice, good job! I really liked the graphics and the fact that there are more jammers my age. :P I played the game on my stream but not sure if you've seen it. People in the chat also liked the game.
Pretty cool entry. It gets hard pretty quickly. It would be great if you could polish the collisions a little and also character can get stuck to the platform quite easily (if you are trying to jump up). Anyway overall very good job guys! :)
Comments58
I'll swing by later and check again.
Game feedback begins below-
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Still, the graphics and audio are cool, as I already said the character is great too, keep it up :)
However I must admit that the game is a bit too floaty on game mechanics (or maybe it can stay as it is but with a wider view of the environment) and it's hard to understand if you hit something, or if it hitted you because there's no feebacks :/
But I did really like to play the game and the artstyle was really what make me try it out :D Well done !
But appart that, it seems that you worked a lot on that game, there are enough big levels, and arts are good, so well done! :smiley:
This game looks really nice, with cool models in a nice environment, some quality trees to give a sense of a real place floating in the sky, and a cool glowing sword trail.
I played a while and I got to the upward level with the staggered canons where you start having to use the sword to progress, here is a screenshot: https://imgur.com/a/KYfH7rN
I got further than that, up to the part where the canonballs start coming in 1-2 combo from TWO low turrets, that was too hard for me! I gave up after that because it was taking a while to clear that level since I cannot swing the sword while also moving (Tho i can see why you made that design choice).
For jump feeling, two small things to consider for next time: 1) if ppl say a game is floaty, you can fix that with increased gravity so the character returns more quickly to the ground; 2) try changing the collider material to have no friction, because in the screen shot I linked you can see my shin is "stuck" on the platform, and I will stay there in midair if I keep holding right, but if you have no friction then this problem goes away.
Anyway nice little entry even though I couldn't beat it.
Look forward to seeing what you come up with next time.
-IGN
For real though, the game was a challenge to complete! so good work there. and I liked the art style too.
It’d be great if you could check out our game! https://ldjam.com/events/ludum-dare/41/rattys-stew-an-immersive-cooking-simulation
What I loved
* Great 3D artwork
* Nice soundtrack
* Big levels
My Thoughts
* The game looks really nice but I felt a sort of disconnect from the player & the world not fitting together well.
* Game felt like it was meant to be played in a moon setting. Too mmuch gravity :smile:
* Cannonballs is where it became to hard for me
* Needs to have a little more feedback.
I’d love for you to review my submission as well.
https://ldjam.com/events/ludum-dare/41/keyboard-warrior
However, gameplay felt less OK. Several points I noticed, were:
- Swinging the sword wasn't really powerful enough, it took too long and you couldn't do it in-air
- It was hard to see when you got hit
- When jumping, the camera went too far up, so you couldn't really plan the landing - I usually ended up eating a bullet.
- Also, on jumping, you can get stuck to ledges, which is annoying. I got stuck to a cannon muzzle once and, well, that was a short run...
- And you can't destroy the turrets. That would've really helped I think..
The game is nice but misses a bit of feedbacks in my opinion. I mean some effects when you strike a canonball or when you get hit would be good.
Keep it up guys! You'll reach success one day or the other ;)
- The graphics were really good! I liked the main character and he fit in the world really well.
- Some feedback (a sound effect or a screen flash) might have been good so that the player knows when he's been hit, and having a jump height based on how long you hold the spacebar and not based on your velocity would have been a better system (in my opinion). @pebkac nailed the hard bits of the design.
- The music was very reminiscent of those classic SNES RPGs, good pick there!
- I liked the level design, it was intuitive and easy to navigate, though it could have used a little more variety in textures (I think).
I had a lot of fun playing it, good job!
- Some problems with the collisions
- Some background elements are too near from player
- The jump gravity is too low, it seems to be on the moon
- Sometimes the jump attacks the player on the walls of the platforms
Good job!
If you want you can try my game on this link:
Scarry
You got some very great looking graphics and models there (as i expected :D)
and the gameplay and the leveldesigns are also great (i kind of thought that :D)
In Unity, you can also export to MacOS and Linux, or WebGL, if you don't want to export so often. Think about at least export your project to webGL for everybody, wich hasn't got a win-pc :D
Binding webGl into itch is also very simple, so it won't cause a lot of aditional work to do :D
Your team is very young and there was few time to develop, so you made a very good work!!
I'd love it if you could check out my game here, I just need a few more ratings before the deadline!
https://ldjam.com/events/ludum-dare/41/win-my-heart-battle-royale-dating-sim
I wish the games I was making at your age looked like this, I mean the art is just great!
Good work, can't wait to see your work at the next Ludum Dare :)