Crystalline by TheMeorch
Crystalline is a puzzle platformer about multidimensional space exploration.
Controls:
A/D: Run
Spacebar: Jump
Hold Q: Equip Weapon 1 (when available)
Hold E: Equip Weapon 2 (when available)
Move Mouse: Aim equipped weapon
Left Mouse Button: Shoot equipped weapon
R: Reset level
F: Toggle fullscreen (Windows version only)
Update: I've uploaded a fixed Web port that no longer has the issues where very few stars appear and tile textures aren't randomized. This brings it in line with the original Windows version and contains no other changes or fixes. For those interested, the problem arose from calling the randomize() function in GameMaker every time I needed a random integer, instead of just calling randomize() once at the start of the game.
Controls:
A/D: Run
Spacebar: Jump
Hold Q: Equip Weapon 1 (when available)
Hold E: Equip Weapon 2 (when available)
Move Mouse: Aim equipped weapon
Left Mouse Button: Shoot equipped weapon
R: Reset level
F: Toggle fullscreen (Windows version only)
Update: I've uploaded a fixed Web port that no longer has the issues where very few stars appear and tile textures aren't randomized. This brings it in line with the original Windows version and contains no other changes or fixes. For those interested, the problem arose from calling the randomize() function in GameMaker every time I needed a random integer, instead of just calling randomize() once at the start of the game.
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.99 | 45 |
| Audio(Jam) | 3.57 | 163 |
| Fun(Jam) | 3.89 | 52 |
| Graphics(Jam) | 3.33 | 500 |
| Innovation(Jam) | 3.90 | 72 |
| Mood(Jam) | 3.82 | 90 |
| Theme(Jam) | 3.65 | 318 |
Audio and storyline work very well together. The learning curve is also great.
I think the controls could be more friendly; I found it hard to synchronize movement+jump with a single hand.
The puzzles didn't seem tricky enough for me, and that's my only real complaint. Bookmarking this game so I don't lose it. Can't wait to see where it places.
I really like the mood, i don't know if it's because of music, graphics or story, maybe both. And that ending... pretty much the ideal way to end this game.
The story was a bit mysterious, which fits well the entire research theme.
Well done mate!
Metroidvanias essentially boil down to finding abilties to let you access certain areas, and backtracking is essential to that. So areas that you need to backtrack to, needs to be marked. Of course some secret areas should probably not be too obvious, but that's where the letting the player annotate/place markers comes in!
There are a few mods in Skyrim and other similar open world games that allow you to annotate maps, so why not in Metroidvanias?
I realise I'm preaching to the choir here, since it was your feedback that initially started this but if I were to take Nuclear Autumn further I would definitely have multiple large areas (each one similar to the level I have already created) - and a map system like what we've discussed I would definitely consider implementing.
Exciting times!
Btw. I need to think up of more interesting game mechanics/abilities rather than just jetpack/walljump/double jump etc... Something like your rift gun and transformation thing is really cool, need to start thinking outside the box! :)
As already mentioned the puzzles were well constructed and the mood spot on. Especially loved the ending. Took a while to realize what was going on, but it only added to the mood so not really an issue. It was fun figuring it out on my own instead of being told what to do.
The first time I played I didn't notice I spent all amno, so some feedback would be nice.
Also It would be nice to have a workaround so you don't need to reset the room yourself when stuck.
http://ludumdare.com/compo/2015/04/27/my-top-10-platformer-games-of-ludum-dare-32/
I also love the art; low-rez is hard, it's not just less is more. Tidbits like the star twinkling, the teleport animation and the character's head turning make a big difference when it all adds up visually.
I think I love you.