Defend your... friend(?) from diamond-shaped invaders. The goal is to last as long as possible.
Controls: A & D = Left and Right W = Fast Attack S = Slow (but more powerful) attack L-Shift = Speed yourself up
Enemies will hit the brightly lit 'doors' and destroy them. Ran out of time for effects though! (And I had made a song, but never got to complete it. Oh well!) ^_^
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Changelog:
Bugfix 4-22: Fixed a reported bug that would cause the tether to shatter and whip at super high speeds across all facets of the screen when ASD was rapid pressed (making it hard to tell what was going on).
Bugfix 4-23: Hadn't realized I'd moved right-side camera clamp to obscure the spawnpoint. Whoops. Just shifted it back to where it was originally.
Nice game! I really love the pixel style with 3D models, that was a pretty sweet effect. I was able to break free from the umbilical cord by slamming 'ASD' as fast as I could. It was very liberating. I'm curious what else you had planned for this game based some of the elements that are currently in this build. Congrats on finishing!
@don-fouts Niiiice!! :D Maybe the bulbous tree buddy was growing tired of the hero's antics lol. That's awesome though - thanks for checking it out, too ^_^
Other things planned: - There's a pretty neato song lying super unfinished on my laptop right now - The original premise was quite a bit different than this - you shot the power weapon and it depleted a charge, you'd have to fill it up again at the 'well' to use it. - The player also had a health counter, so you were keeping yourself alive, the symbiant alive, and charging your weapon. If the tree died you couldn't charge your weapon anymore and would be left with only the weaker attack. - Oddly enough I had all these functionalities in place, but didn't think I'd have time to make the additional graphics for it to make it all make sense - Thus, this very simplified version :) It was a good time, though, I may just make the fully-formed version soon.
I REEAAALLLY dig that umbilical cord thing yo! Was that made via code or was it done through some particle system? Fun Game, movement felt a little slow so ended up holding down shift the entire time. Congrats on the solo run though, visuals were great!
Very stylistic game. Love the color idea, makes you monitor the wall and think about risks. One play, I somehow got the dude's walking animation to go superspeed by jamming on Shift.
Loved the look and intuitive game-play of this title. I agree that I found little reason to release shift the entire time - why walk when you can run. But I guess that's the case of near every videogame with a "walk" option. I can only imagine the headache of making one of these games on your own...congratz!
Do you have any link to what you did get done of the song?
@lpettler Thanks!! Solo is always a fun challenge, but time does get away from ya. :) Nice writing on your game, as well! And that's a great point about the walk, too.
And no link yet - but I'm going to upload a second version of my game on itch after the (post-jam) with the finished music/sfx/etc. I think.
This looks amazing. The main character's design is super cool. The game itself is too simplistic though, and once you get the hang of it's impossible to lose. Nevertheless, I enjoyed playing it and drinking in that sweet sweet scene
I really like the graphics and overall artstyle of the game. As for gameplay, I don't know if I didn't get something but it seems I can only pretty much spam the two attacks and move after the things that don't die to them. It doesn't really feel like I got better at the game at all from my first round to my latest one, since it feels like there wasn't much I could have really done better. Overall, the gameplay didn't really keep me interested, but the presentation was pretty awesome!
Best of luck, and I'd like to hear whatever you got done of that song too!
@offz@guin36@boxedmeatrevolution Thank you for the feedback! I agree with you on gameplay - it definitely needs a buff. Thanks for taking the time to play it!
Awesome style, really like it, well done! The attacks are a little stiff but thats just a little detail (some randomness in the movements would do wonder against the repetitive animation feel). All in all very solid and impressive for the jam time constraints!
As many others said, you have a really great taste in art style, and all in all - this is a complete game, with challenges, enemies, controllable hero and lose condition. And it's also beautiful and unique. Congratulations on completing the jam!
As many others said, you have a really great taste in art style, and all in all - this is a complete game, with challenges, enemies, controllable hero and lose condition. And it's also beautiful and unique. Congratulations on completing the jam!
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Other things planned:
- There's a pretty neato song lying super unfinished on my laptop right now
- The original premise was quite a bit different than this - you shot the power weapon and it depleted a charge, you'd have to fill it up again at the 'well' to use it.
- The player also had a health counter, so you were keeping yourself alive, the symbiant alive, and charging your weapon. If the tree died you couldn't charge your weapon anymore and would be left with only the weaker attack.
- Oddly enough I had all these functionalities in place, but didn't think I'd have time to make the additional graphics for it to make it all make sense
- Thus, this very simplified version :) It was a good time, though, I may just make the fully-formed version soon.
I REEAAALLLY dig that umbilical cord thing yo! Was that made via code or was it done through some particle system? Fun Game, movement felt a little slow so ended up holding down shift the entire time. Congrats on the solo run though, visuals were great!
Do you have any link to what you did get done of the song?
And no link yet - but I'm going to upload a second version of my game on itch after the (post-jam) with the finished music/sfx/etc. I think.
Best of luck, and I'd like to hear whatever you got done of that song too!
All in all very solid and impressive for the jam time constraints!
@a333 Thank you for the kind feedback! And for taking the time to play :)