Slam Jam Bakery by DragonXVI
UPDATE: I've uploaded bugfixed versions which should help with the mouse aiming at different resolutions since players were reporting this not working properly. Also added 'w' and 'up' as alternate jump buttons by default.
Sìle Nemsi, Legendary Pâtissier has a problem. A rival bakery has hired a fleet of mercenary warships to bomb her bakery into next week, and all she's got to defend herself is a virtually limitless supply of raspberry jam!
Hop on board the enemy craft & jam up the works, working your way to the ship's core, where with a careful application of EVEN MORE JAM, overload its systems to trigger a self destruct. Just make sure you escape in time for a daring, slow-motion leap to freedom!
Slam Jam Bakery is a bonkers action platformer suitable for all ages.
(Best played at 1024 x 768, think the mouse controls go a bit weird at other resolutions)
CONTROLS (defaults):
WASD/Arrowkeys/Left stick - Move Sile.
Space/Left shoulder button - Jump
Left Ctrl/Left mouse/Right shoulder button - Fire jam / Select menu option.
R - Respawn.
C - Toggle CRT Image effects.
HINTS:
- Master the Jam Thrust move - Simultaneously jump and shoot jam downwards to act as a sort've jammy jetpack!
- Destroy gears to make progress. This will disable doors, laser fields and generally make a mess.
- The Core is a giant laser cannon with a weakspot at its back. Don't get fried while trying to jam it up!
- You have infinite retries, but will die in one hit. Once the ship begins to explode though, you must make it out in one go or immediately fail!
- When the ship reaches the bakery, game over!
- Turret bullets are blocked by jam, use the jam as a shield!
- Level 2 *IS* possible. If done correctly, you'll have 1-2 seconds remaining when you escape! It's INCREDIBLY difficult though!
KNOWN ISSUES:
- Conveyor belts & some collision with edges is a little buggy. If in doubt, jump to dislodge yourself.
- Web version possibly coming later, but likely won't be Chrome friendly (Can't get WebGL builder to play ball)
- Aiming with the mouse is a bit odd on resolutions other than 1024x768. May get a fix in for this if I've time
SPECIAL THANKS:
- BFXR (http://www.bfxr.net/) Seriously this tool is awesome.
- Unity for being a pleasure to use (most of the time :p )
- J. Kyle Pittman for the inspiration for the YHTWTG/SWTG CRT-esque monitor effect (http://www.piratehearts.com/blog/)
Sìle Nemsi, Legendary Pâtissier has a problem. A rival bakery has hired a fleet of mercenary warships to bomb her bakery into next week, and all she's got to defend herself is a virtually limitless supply of raspberry jam!
Hop on board the enemy craft & jam up the works, working your way to the ship's core, where with a careful application of EVEN MORE JAM, overload its systems to trigger a self destruct. Just make sure you escape in time for a daring, slow-motion leap to freedom!
Slam Jam Bakery is a bonkers action platformer suitable for all ages.
(Best played at 1024 x 768, think the mouse controls go a bit weird at other resolutions)
CONTROLS (defaults):
WASD/Arrowkeys/Left stick - Move Sile.
Space/Left shoulder button - Jump
Left Ctrl/Left mouse/Right shoulder button - Fire jam / Select menu option.
R - Respawn.
C - Toggle CRT Image effects.
HINTS:
- Master the Jam Thrust move - Simultaneously jump and shoot jam downwards to act as a sort've jammy jetpack!
- Destroy gears to make progress. This will disable doors, laser fields and generally make a mess.
- The Core is a giant laser cannon with a weakspot at its back. Don't get fried while trying to jam it up!
- You have infinite retries, but will die in one hit. Once the ship begins to explode though, you must make it out in one go or immediately fail!
- When the ship reaches the bakery, game over!
- Turret bullets are blocked by jam, use the jam as a shield!
- Level 2 *IS* possible. If done correctly, you'll have 1-2 seconds remaining when you escape! It's INCREDIBLY difficult though!
KNOWN ISSUES:
- Conveyor belts & some collision with edges is a little buggy. If in doubt, jump to dislodge yourself.
- Web version possibly coming later, but likely won't be Chrome friendly (Can't get WebGL builder to play ball)
- Aiming with the mouse is a bit odd on resolutions other than 1024x768. May get a fix in for this if I've time
SPECIAL THANKS:
- BFXR (http://www.bfxr.net/) Seriously this tool is awesome.
- Unity for being a pleasure to use (most of the time :p )
- J. Kyle Pittman for the inspiration for the YHTWTG/SWTG CRT-esque monitor effect (http://www.piratehearts.com/blog/)
Ratings
| Coolness | 88% | 2 |
| Overall | 4.20 | 10 |
| Audio | 4.13 | 22 |
| Fun | 4.19 | 10 |
| Graphics | 4.19 | 56 |
| Humor | 3.21 | 303 |
| Innovation | 3.64 | 213 |
| Mood | 3.84 | 53 |
| Theme | 3.86 | 166 |
Hard mode isn't kidding around.
I'm loving all the particle effects and that CRT overlay.
Maybe it's just my computer but some sounds would go a long way.
Graphics are awesome and good use of the theme!
Awesome job!!!
The music and sounds reminded me of battletoads!
Destroying things was the best. Controls felt a bit slugish though.
This is a really good entry, for the love of God. I can see this becoming a full release.
This is a very creative entry! 5/5'd
Also: Dammmmnnnnnnn that music is amazing. You should, like, really make this into a full-blown game.
Luke Molnar: Yeah it wasn't 'till the end I remembered Unity has a quick 'n easy cursor replacement too. The mouse kinda fights with the controller input too.
Kaype: Yep, I call out YHTWTG and J. Kyle Pittman in my special thanks above :D
PD: Maybe the default controls are a bit odd, but is so good anyway.
https://www.youtube.com/watch?v=9Msf66KUA-o
The music was really cool.
Really nice
Super Game :)
The Linux link is pointing to something that doesn't exist (an extra 'l' in Linux (Lilnux?) - removing the 'l' works).
The menu was like the last thing to go in so it was *very* rushed :p I need to get better a things like menus and end screens because they're always pretty rubbish in my entries, a bit of nice transitions and presentation would go a long way.
As for the how the jam particles were done, I'll explain that in m'post mortem when I get that up. It's a fairly simple effect you can do in Flash or Unity or anything really.
I found a simple bug too, but it's fast to fix. When you walk to the left side: at the end of the left side the player crosses the screen and can't come back.
I left the Respawn button 'R' in for that reason in case you get stuck somewhere like under the airship or walk off the world since I didn't have time to work in blocking that off. I'm leaving the fixes for small things that aren't working properly (like mouse controls which should be better now!)
I faintly wish that the "push you around" effect of the jam was more pronounced so I didn't always have to worry about timing my jumps to get that max height. I know that plays into the challenge of the game but I can't help but feel a game like this benefits from giving the player a lot of freedom and power with the movement tool.
Super solid entry! Great stuff!
Congratz my friend!
I like all the little touches too; like the way the high audio frequencies cut out when you respawn.
Love the fluid physics and the idea of using your Jam cannon.
Great graphics and use of sound.
Exellent.
Great game by the way.
Also, who are you kidding with 'infinite lives'? If you die even once on the hard level you're screwed, it takes way too long to get back to where you were.
Yeah the hard level isn't really death friendly :P If you unlock the shortcut and are fast enough you're allowed maybe 1 death reasonably ok, but you'll be cutting it close.
Getting the absolute max height on a jam jump was really difficult. It made climbing the hard mode fortress after every death pretty frustrating.
There were some minor bugs when i got stuck in a corner but i always got free. Controls feel very intuitive and direct (which is a good thing).
It's amazing and pretty much solid! Hard to imagine something so good done in 48hrs, did you get any sleep? :P
Work done with graphics is great, visual effects and level design are also really well done. :)
Soundtrack is also brilliant! Nice use of FL Studio, always good things done in it. :D
Nice work, really! /o/
I also created a platformer/Metroidvania type thing and also stuck to the principle of having one big world/level to explore. Your jam/jetpack mechanics are really inspiring and something I'd love to include more in my games. Again, just want to say great job - top marks!
http://ludumdare.com/compo/2015/04/27/my-top-10-platformer-games-of-ludum-dare-32/
The only part I didn't like that much was having to climb onto the ship from the outside. The controls near the ship are a little strange (like when jumping and hovering sometimes I would move along with the ship even though I was outside) and it was frustrating to just sit around because I just died and I needed a tall area of ground to jump from and there wasn't anything around.
Overall though, that was great!
I loved that, so you must escape the battleship after you defeat the boss.
The music is really good too.
The feel of the movement could be improved. Sometimes you don't know when you will do a wall jump.
Re: The various physics bugs. Yeah, I actually had exactly this problem last time I did LD (29 I believe) where a multitude of physics and input nonsense made the game utterly unplayable for some people. Think I got it a bit better this time round, but there's a few obvious mistakes this time round (The most egregious being The jumping's totally not framerate independent so bit of a disaster there :p).
I meant to mention too: For anyone interested in how the game was made and whatnot, I did a post-mortem/devlog which you can read 'ere:
http://ludumdare.com/compo/2015/04/21/slam-jam-bakery-post-mortem-devlog/
It's probably due to the word "jam" I've saw in the description, but until I reach the vote form, I was convinced it's a Jam entry. And in fact it's compo! Good job.
Character always aims in the up-left direction (135°), mouse movement does nothing. Also, for some reason, character always goes left, as if `A` is pressed. I can go right if I press `D`, but I can't stand still.
I had similar issues with some old unity games long time ago. I have no idea what's wrong, maybe it's some old controls module from unity which doesn't like my system.
But graphics looks nice and audio is good. :D
While the entire idea of using a jetpack to mobilize yourself in a game is not a new idea, you definitely took a new spin on it with the Jam Gun, being that it shoots an amorphous blob that you can kind of fudge (lol bakery pun) into small corners and use it to jam (lol another pun) up the works.
What else can I say about this? It was fun to play, it fit the theme, the graphics were VERY well done, and the audio was stellar. The mood was good. The audio was good. High ratings all around.
I think the only thing that bothered me was the controls. Not necessarily aiming the Jam Gun, but utilizing the Jam Gun to jump. For some reason I couldn't get the Jam Thrust move consistently, and that created a bit of annoyance, as I'd jump high, turn on the Jam Thrust and end up shy of the platform by maybe 2 or 3 pixels. The general platform controls were fine, and actually quite smooth -- the Jam Gun related controls just need a bit of spiff and polish.
Add a few more levels and mechanics and you've got yourself a finished, marketable game. Great job, you guys -- and SO impressive for a Compo entry. :D