Spike Nut's Temple by AxeTheory

[raw]
made by AxeTheory for LD32 (COMPO)
Spike Nut must use his body to destroy the Evil Ones in the Temple.

****Warning this game is meant to be a challenge!*****

This LudumDare I was trying to go against what I normally do and focus on Art and Sound. It was almost a complete failure as it took me way to long to create the music and art, but I pulled through with some late nights. I also bounced between two ideas... what a mess. I wanted to make killing the enemies satisfying and the controls "tight".

The theme idea was a twist of the fact that most games the enemy hurts you if they touch you and the player has to avoid contact. Here that convention is switched.

The end of the game has sort of a boss fight with a music change.

Thank you for playing and always comment.


Tools:
Unity 5
Audacity
Bosca Ceoil
Paint.net
SFXR

Ratings

Coolness 79% 2
Overall 2.86 837
Audio 3.02 387
Fun 2.86 719
Graphics 3.20 452
Humor 2.31 766
Innovation 2.58 893
Mood 2.77 678
Theme 2.98 828

Feedback

Figglewatts
20. Apr 2015 · 14:34 UTC
Player movement speed could be faster.
deadpixl
20. Apr 2015 · 17:43 UTC
I really dug the over all look and feel. The music and sound was great. The tutorialzation with simple AI mechanics was very well done and helped a tone.

I did feel the player was a bit sluggish so avoiding projectiles was pretty difficult. Also know how much life and enemy had would of been a nice addition.
mattmirrorfish
21. Apr 2015 · 01:30 UTC
Agree that avoiding projectiles was different, liked the art and sound.
MiniBobbo
21. Apr 2015 · 01:34 UTC
Great music and sounds. The graphics were nice and functional. Movement felt a little slow.
jprogman
21. Apr 2015 · 02:04 UTC
Love how a 2D platform game can be made in Unity.
Cheshyr
21. Apr 2015 · 02:04 UTC
the selective collision mechanic is interesting; forces the player to switch between aggression and avoidance. nice animations too. well done.
Ilseroth
21. Apr 2015 · 02:35 UTC
Fun platformer, I kinda disagree with the otherwise overall consensus of "too slow" but that's more a matter of taste I guess. Not to say it would be more or less fun if he was faster; but I think slow is fine.

The audio gets a little grating pretty quick, and using your body as a weapon is pretty orthodox, but a fun platformer nontheless.
Xanderzoo
21. Apr 2015 · 02:41 UTC
Would have been a lot better if the player wasn't so slow.
Phil Strahl
21. Apr 2015 · 02:43 UTC
The game looks like if Final Fantasy VII was for some reason a platformer and sounds like on the Sega Genesis (or Megadrive). I also agree with @Figglewatts that the movement (and gravity!) could've been faster, it feels a bit stolid at times, like a pushing wrecking ball underwater, it's hard to describe (and apparently I am having odd hobbies, but I digress). To me, the mechanic of running into enemies to get rid of them is not really new to me, it felt like I've played this so many times before for some reason.

That the projectiles of the Old Ones hurt you irritated me profoundly because I was under the impression of being invincible, and my only enemy was the environment, so this kind of selective gameplay gives it more depth, but, again, the player speed, weight and momentum were cause of much frustration for me and I didn't get very far before I gave up.

So the graphics are nice and consistent in style and execution, the music can't hide a certain randomness and, to me, the theme was not really a perfect match.
GreaseMonkey
21. Apr 2015 · 02:49 UTC
WebGL version broken on Firefox / Chrome for FreeBSD. Trying Windows version in Wine.
GreaseMonkey
21. Apr 2015 · 02:55 UTC
OK, Windows version is working fine. Going to have to rate this once I've beaten it.
Docjekyll
21. Apr 2015 · 03:35 UTC
You can tell that some real effort went into the level design. Nice work!

Character movement was slow, but I felt like it was appropriate. The movement combined with the satisfying enemy explosions made it feel like the player was some rampaging, tanky hulk of a thing.
cdrch
21. Apr 2015 · 06:02 UTC
The look and feel of the game was great. Although punishingly difficult, I kept playing it over and over again. I improved...slightly. Some kind of checkpoint or health regeneration system would go a long way towards making the difficulty more palatable, but overall a pretty good game!
Tanser
21. Apr 2015 · 12:30 UTC
The graphics give off a nice atmosphere. The idea is good. Only problem is that the player is REALLY slow.
Nice job overall though! :)
chipcaramel
21. Apr 2015 · 12:32 UTC
Personally I loved it. Having grown up in the era of the Sega Master System. I've had my share of 'slow' characters. This felt fine for the pacing, adding somewhat to the difficulty level. Slightly annoying speed, but that's part of the fun.
Donni11
21. Apr 2015 · 12:33 UTC
Cool Game ! Amazing graphics !
Lo-X
21. Apr 2015 · 12:36 UTC
I had to play the windows version with wine too. This game is hard, or that's because I'm usually bad at that kind of games. I agree with what people are saying about the movement speed. But overall this is a very good job!
RyanNielson
22. Apr 2015 · 02:04 UTC
The look is great, and I like the sound. It's very hard though, and I think this is because the player is so slow.
Vaughn
24. Apr 2015 · 05:50 UTC
I enjoyed my short time with this as I liked the oddness of it, it seemed strange to me. I'm not sure if that is a compliment exactly, but It really intrigued me, haha. I did a live playthrough of it here: http://www.twitch.tv/drathy/c/6585866
Archonthewizard
25. Apr 2015 · 18:29 UTC
Good challenge. I like the concept (touching enemies hurts them instead of vice versa). I think increasing the player's speed would improve the feel. Good job on the art and sound!
sekaru
25. Apr 2015 · 18:32 UTC
The player is a tad slow but that doesn't take away from it too much. Also very unique art style, nice job
TeslaCoil
25. Apr 2015 · 18:41 UTC
Good concept, frustrating game. As others have said, the character was painfully slow and dodging projectiles was annoying. No need to get into more detail on that.

One thing that really bugged me was the spike pits. I saw an enemy run into the spike pit and die. In most games, that would be a fantastic tutorial method that shows the player what happens without interrupting the flow of the game. But you describe how the game /switches conventions/, so that made me think the spikes would only hurt enemies and would give me some benefit, and hopped right in.

Part of the frustration was that I was playing as SPIKE NUT. At the very minimum, spikes shouldn't instantly kill Spike Nut. Maybe if they were fire pits or acid pits or something instead, I wouldn't have hopped in.

Eventually I got to the boss area(?), and couldn't beat it. Unfortunately, it wasn't the kind of challenge that made me want to try again. Maybe that's just me.
Geckoo1337
25. Apr 2015 · 18:56 UTC
Solid platform game. It could be faster. Thumbs up ++
thaaks
28. Apr 2015 · 18:54 UTC
Player movement and control is too slow. Graphics look good and the sound and music fit the game well.
Nkoo
02. May 2015 · 19:17 UTC
Oh wow that final fight, too hard for me! The jumping physics are a bit odd.
Sim
10. May 2015 · 21:55 UTC
I managed to beat it eventually but a checkpoint half-way through would make it much less frustrating. Dodging the bolts was fun and the level was well designed. Nice music, sound and graphics too.