FEATHERROCK by FuzzyWuzzie

[raw]
made by FuzzyWuzzie for LD32 (COMPO)
I swore I wouldn't let the programming get out of hand and that I would spend more time on art and level design this time.

Welp, that was a failure! I guess that's what I get for trying out a new engine for the compo without much experience in it. This was created using the luxe engine (http://luxeengine.com/), which is really starting to grow on me even though it is still in alpha.

How To Play
===========
W, Up: Flap your feather
A, Left: Move left
D, Right: Move right
Mouse: click and drag to divebomb
M: mute the music

For Those Who Can't See The Text
================================
I have no idea why you can't see the text. The engine is still in alpha. If you can't see the text, can you do me a favour and leave a comment with your browser (and version) and OS? Thanks!

The cinematic text at the beginning is as follows:

* In a land far far away, under a long-forgotten mountain there lives an ancient race of Dwarves who are forever at war with the surrounding goblin tribes.
* Each year, the dwarves hold a competition to showcase their finest battlefield inventions.
* The inventors of the mightiest and terriblest of weapons which could be used against the goblins are richly rewarded with gold, gems, and titles.
* Yorri Cragglestone had never been a master weaponsmith - no trophies lined his quarters.
* But this would be his year!
* *clang* *clang* *clang*
* FEATHER
* *clang* *clang* *clang*
* ROCK
* *clang* *clang* *clang*
* FEATHERROCK => And so, the legendary FEATHERROCK was born!

Ratings

Coolness 66% 3
Overall 3.32 411
Audio 2.78 506
Fun 2.81 760
Graphics 3.75 186
Humor 3.24 290
Innovation 3.54 261
Mood 3.12 392
Theme 3.59 347

Feedback

zeejfps
20. Apr 2015 · 02:09 UTC
I cant seem to get the text to show up :(
Move127
20. Apr 2015 · 02:14 UTC
Interesting idea and I like the visual style and music. I found it very difficult, since the magic reduces so quickly. I might just not understand what I'm supposed to do.
EncryptedCow
20. Apr 2015 · 02:16 UTC
Genius. One thing though is that I found the divebombing mechanic to be a bit wonky. Once I figured it out it was simple, but before that it was pretty confusing. Otherwise, amazing game!
koredozo
20. Apr 2015 · 02:23 UTC
Great visual style (especially the intro) and interesting core mechanic, but I think the magic meter is a bit harsh. Even though you can restart instantly I think it would be more fun if you could play around in every level without a time limit.
Fanttum
20. Apr 2015 · 02:27 UTC
Yea it's a cool idea, but kinda hard to play. The dive bombing didn't really work, or maybe it was me?
🎤 FuzzyWuzzie
20. Apr 2015 · 03:21 UTC
@zeejpfs Click during the cinematic to advance it.

@Move127, @koredozo thanks, I think I agree. I didn't get much playtesting in so never really validated the magic timer. If I carry the game forward I will probably scrap it.

@EncryptedCow wow, genius? Thanks! :)

@Fanttum you can only divebomb downwards, so you always have to be *above* your target. Also, things only break if you're moving fast enough, so you have to be a bit of a distance above the item you're trying to break before you divebomb.

Thanks for the comments guys!
Flygamer101
20. Apr 2015 · 03:43 UTC
Had some good graphcis, but lack of tutorial really didn't help too much. I did like the dive bomb feature however.
sydan
20. Apr 2015 · 03:46 UTC
An interesting concept. Sadly I found the text at the start didn't work so I didn't full understand what was going on. The controls a little tricky, especially the dive bombing. Certainly unique and interesting though!
deathray
20. Apr 2015 · 03:47 UTC
Great game! Intro was amazing, concept is very creative, artwork is solid. The dive-bomb was confusing at first, as others have said, but once i understood you have to pull back like a sling-shot, it worked well. Really like this game.
TheBigShot
20. Apr 2015 · 03:52 UTC
Awesome. Reminds me of an old snitch game that I played. Some harry potter game on the gameboy. Really nice. At first i was confused because i though I had to pickup the gems in the walls. But great game :)
brennen
20. Apr 2015 · 03:57 UTC
This was amazing! The controls felt like a feather rock. Very tight and satisfying. The time slow on launching the rock was really well done. The levels where very easy and I wasn't able to spend gold on anything, but I can see this becoming a very interesting mechanic ina very flushed out game. Keep at it!
pvwradtke
20. Apr 2015 · 04:30 UTC
A bit difficult to get the dive bomb mechanics, but a well implemented game besides that. I envy those who can make a game that plays well AND has an intro story :).
Cryotube
20. Apr 2015 · 04:50 UTC
The magic meter is a bit punishing, and divebomb mechanic feels a bit unnecessary (read: hard to use)

Other than that, great visuals and animations, as well as sound effects!
Jack Zackowitz
20. Apr 2015 · 04:52 UTC
Concept doesn't really make sense but that doesn't stop it from being a good. I had some trouble understanding how the divebomb worked at first, but in the end i really enjoyed it. I'd like to see an upward equivalent of it though. Feather uppercut?
mtanton
20. Apr 2015 · 04:59 UTC
It was a bit difficult to figure out. It's nice though. Good job!
MightyToast
20. Apr 2015 · 05:09 UTC
I love how the physics are just kind of clunky. Exactly like if you taped wings to a rock!

The intro also had me laughing out loud. Brilliant.
OmnipotentPotatoDEV
20. Apr 2015 · 05:15 UTC
The text doesn't show up, so I have no clue what I am doing. xD
nicotuason
20. Apr 2015 · 06:49 UTC
Man this thing handles *exactly* like you would expect a rock with tiny feather wings to handle. I'm not sure if I'm supposed to smash those people but I did anyway haha!
Humanoid
20. Apr 2015 · 11:51 UTC
Sadly doesn't load in Firefox with a "NotSupportedError: Operation is not Supported" in howler.js on Line 22. It ran fine in Chrome, though Space didn't seem to work as adviced, but you can complete the game without presseing space. Very nice art style and very interesting controls!
ManicMiner
20. Apr 2015 · 12:11 UTC
A really great game - athough I assumed the coloured dots were pickups? If so they aren't working. Magic Meter is too harsh and punishes players for experimenting.

Really enjoyed the divebomb slow-mo though - and visually the game was excellent!
DragonXVI
20. Apr 2015 · 16:44 UTC
Finished it! Controls a bit awkward for me, had to spam w a lot to stay afloat. Has quite some force behind the aiming too! Original idea and visuals decent enough!
jeremyfa
20. Apr 2015 · 20:40 UTC
I needed some time to understand how to play, but then after that it was fun to play!
ehtd
20. Apr 2015 · 23:51 UTC
Not sure if diving is working. Nice graphics.
psychonull
21. Apr 2015 · 18:47 UTC
The opening and background story is fantastic. I made it through the fin. With some more time for level design and balancing things, you could make this a lot of times nicer!
This also reminded me to try Luxe. Gj
Anshul Goyal
22. Apr 2015 · 03:14 UTC
Solid entry! Sometime it dives to random places and I couldn't understand why it is doing that.
esayitch
22. Apr 2015 · 16:53 UTC
So cool. Divebombing with the feather rock feels soooo good xD Cool idea for the given theme. I don't know why you were worried about the graphics, they are very good. SFX are great too. Very solid entry all around :D

Good luck!
Blobo
25. Apr 2015 · 01:08 UTC
The game froze. i had no idea what to do, and the intro had an unreadable font. other than that, it was a pretty creative idea.
syncxzoz
25. Apr 2015 · 22:44 UTC
nice concept but hard to play..
MiniBobbo
07. May 2015 · 01:49 UTC
I enjoyed the divebombing mechanic. Flapping was a little tricky for me though.

I also downloaded your source to help me learn Luxe, so thanks for that!