No More Boxes by Tuism
(NB: The source is here, I just bumped it off to put in a link to gameplay video: http://twoplusgames.com/nomoreboxes/NoMoreBoxes.zip)
(LINUX VERSION HERE: http://twoplusgames.com/nomoreboxes/NoMoreBoxes_Linux.zip)
---------------------------------------
In a world... Where conservation of everything is the most important ever... Nothing can be created... And nothing may be taken away (lest we end up with nothing to take away from).
Six masters of Boxing duke it out for glory! And points!
4 players (sorry no AI)
P1 controls: AWD to move and jump, F to attack.
P2 controls: arrow keys to move and jump, Enter to attack.
P3 + P4: Mapped to Xbox360 controllers, plug and play!
Each character has one attack. The 6th is also a Sucker. Didn't have enough time to sort out the 6th.
This is my second Ludlum Dare, I missed the previous one and was so sad. Good to be back guys! :D
I wrote a bit of a post-mortem for No More Boxes in which I talk about some stuff I've learned through Ludum Daring about maximising your Jam :)
http://twoplusgames.com/no-more-boxes-ludum-dare-31-how-to-maximise-a-game-jam-restrictions-learnings-getting-players/
-------------POST-COMPO EDITION---------------
You can find the post-compo edition here:
http://www.twoplusgames.com/nomoreboxes/postcompo
Then the Post-compo MADNESS EDITION which binds all players' controls to P1 - for fun :)
http://www.twoplusgames.com/nomoreboxes/postcompo/madness
And my post-mortem write up on the post-compo updates:
http://ludumdare.com/compo/2014/12/17/no-more-boxes-post-compo-post-mortem/
-------------ORIGIN STORY-----------------
A lot of people said they hated the theme, that it's too generic, that it was not "imaginative"... I didn't think so at all! It really depends on how you "police yourself". You can be as open-ended as you want or as tightly clamped as you want. The point is it's really up to you!
So me, I took the restriction REALLY strictly - Entire Game One Screen meant that I could not instantiate anything into the game after it started. This had quite a few profound effects on game design:
>> No bullets. They weren't there before the game started, they can't be there after.
>> No "secrets out of a treasure chest" surprise. Same as above.
>> No destroying anything - well this wasn't strictly in the rules, but if I took anything away from the game, it would empty out the game as it went on. And since I can't make stuff, taking stuff away would be detrimental. I played with the idea of the subtraction being part of the play, but decided against it.
And so my whole game is designed around everything being there all the time! It is a versus arena game, and instead of guns and bullets, there are boxes, and six characters with different abilities. Each time a player died they randomly come back as another character. When boxes fall off the bottom they wrap like Bubble Bobble. Nothing is destroyed. Players are one-hit killed by flying boxes in any direction.
These are the six characters that I'm working on:
Tosser - picks up boxes and tosses them.
Punch - punches boxes into opponents and even out of the air
Stompy - Kills by stomping - has a fast-fall stomp attack, could also affect boxes.
Porter - randomly teleports a box from elsewhere on the screen in front of him, tele-fragging them if they're caught by it.
Amy - she throws boxes at an arc instead of a straight line. Possibly needs tweaking. (Amy because "aim"... Yeah I love terrible puns) (She didn't make it due to time...)
Sucker - pulls a box towards him to surprise opponents from behind.
(LINUX VERSION HERE: http://twoplusgames.com/nomoreboxes/NoMoreBoxes_Linux.zip)
---------------------------------------
In a world... Where conservation of everything is the most important ever... Nothing can be created... And nothing may be taken away (lest we end up with nothing to take away from).
Six masters of Boxing duke it out for glory! And points!
4 players (sorry no AI)
P1 controls: AWD to move and jump, F to attack.
P2 controls: arrow keys to move and jump, Enter to attack.
P3 + P4: Mapped to Xbox360 controllers, plug and play!
Each character has one attack. The 6th is also a Sucker. Didn't have enough time to sort out the 6th.
This is my second Ludlum Dare, I missed the previous one and was so sad. Good to be back guys! :D
I wrote a bit of a post-mortem for No More Boxes in which I talk about some stuff I've learned through Ludum Daring about maximising your Jam :)
http://twoplusgames.com/no-more-boxes-ludum-dare-31-how-to-maximise-a-game-jam-restrictions-learnings-getting-players/
-------------POST-COMPO EDITION---------------
You can find the post-compo edition here:
http://www.twoplusgames.com/nomoreboxes/postcompo
Then the Post-compo MADNESS EDITION which binds all players' controls to P1 - for fun :)
http://www.twoplusgames.com/nomoreboxes/postcompo/madness
And my post-mortem write up on the post-compo updates:
http://ludumdare.com/compo/2014/12/17/no-more-boxes-post-compo-post-mortem/
-------------ORIGIN STORY-----------------
A lot of people said they hated the theme, that it's too generic, that it was not "imaginative"... I didn't think so at all! It really depends on how you "police yourself". You can be as open-ended as you want or as tightly clamped as you want. The point is it's really up to you!
So me, I took the restriction REALLY strictly - Entire Game One Screen meant that I could not instantiate anything into the game after it started. This had quite a few profound effects on game design:
>> No bullets. They weren't there before the game started, they can't be there after.
>> No "secrets out of a treasure chest" surprise. Same as above.
>> No destroying anything - well this wasn't strictly in the rules, but if I took anything away from the game, it would empty out the game as it went on. And since I can't make stuff, taking stuff away would be detrimental. I played with the idea of the subtraction being part of the play, but decided against it.
And so my whole game is designed around everything being there all the time! It is a versus arena game, and instead of guns and bullets, there are boxes, and six characters with different abilities. Each time a player died they randomly come back as another character. When boxes fall off the bottom they wrap like Bubble Bobble. Nothing is destroyed. Players are one-hit killed by flying boxes in any direction.
These are the six characters that I'm working on:
Tosser - picks up boxes and tosses them.
Punch - punches boxes into opponents and even out of the air
Stompy - Kills by stomping - has a fast-fall stomp attack, could also affect boxes.
Porter - randomly teleports a box from elsewhere on the screen in front of him, tele-fragging them if they're caught by it.
Amy - she throws boxes at an arc instead of a straight line. Possibly needs tweaking. (Amy because "aim"... Yeah I love terrible puns) (She didn't make it due to time...)
Sucker - pulls a box towards him to surprise opponents from behind.
| Web | http://twoplusgames.com/nomoreboxes/ |
| Windows | http://twoplusgames.com/nomoreboxes/NoMoreBoxes_Win.zip |
| OS/X | http://twoplusgames.com/nomoreboxes/NoMoreBoxes_OSX.zip |
| Gameplay video | https://www.youtube.com/watch?v=2_RNVEmXpps |
| Post Compo MADNESS (single-player) EDITION | http://www.twoplusgames.com/nomoreboxes/postcompo/madness |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=35114 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.82 | 73 |
| Fun | 3.85 | 47 |
| Graphics | 3.84 | 147 |
| Humor | 3.26 | 148 |
| Innovation | 3.56 | 263 |
| Mood | 3.14 | 371 |
| Theme | 4.06 | 123 |
I loved it (despite testing it alone, I can feel how great it could be with two players) !
I had a little bug, where my "playable" characters "spawn" in the base (grey block at top), so I could'nt move or do anything else. It occured after I scored 9 points so I have been able to test enough to put a lot of stars :)
@okkolobr thanks for the bug report! It has happened to me too but argh it's hard to fix, I'll have to think on that. Sometimes non-players also all out, but doesn't happen often.
Thanks again! :)
Anyway, this is well polished and if played with two(I got another with me), this will be fun!
You nailed the theme! At first I did not understand that everything was constantly in the room. Great thinking.
A little buggy though. I had tosser stuck in his cell and some boxes to pass through walls.
@Phoenix849 cool ideas :) I would perhaps add a single player mode or AI if I took this further! Funny you should mention tetris, because a long time ago I made a game called Bear Chuck which was basically blocks, platforms and match-em-up. It was too difficult to play so I learned my lesson from that and made this really straight forward!
Arena brawlers are awesome fun! Samurai Gunn, Towerfall, that Duck game, they're so much fun! I'm learning to make them so this was a good learning game :)
Yeah there're some bugs, I'll iron them out in post-jam version!
THANKS!!!! :D
I will still rate the game in few categories based on some of my initial impressions. Looks good though.
The dying sound can become quite annoying though.
Also no button on my gamepads would trigger any action, I was only able to move with them. (on the Web version)
Which controllers are you using? The game is set up to work with xBox360 controllers because they seemed to be the most popular ones, and I'm not really sure how to set up for multiple controller sets with the web version :/ The standalone should be able to be configurable, but even then I hadn't tested that yet.
Thanks for giving it a shot! :)
Also I got stuck in a grey box at the top right at the beginning sometimes.
@Gins thanks for your tenacity going as far as to dual-wield! :D
@Lynx yeah the sounds aren't superb :P I do need to make new ones. In the future! The stuck in the box bug should have been fixed, but I'm sure I didn't get every use case. Will look into it - do you mean stuck in the grey box as in your starting area? Or the top right extreme corner?
Thanks everyone! :D
Nice looking even if the "no move" animation is too quick (they tremble...).
I will play it with friends this game maybe be totally awesome or a total disorder (or both)....
I'm not sure if I can fix the combo version... Will put up a post jam version soon to smooth out some of the issues!
Thanks all! :D
@RHY3756547 Multiplayer as a trend is still tough overall - if it's not easy to get people playing it'll be harder to get your game moving, but I personally LOVE multiplayer, my company's even called Twoplus after that fact :P
Great work!
Incredible effort made on the different player mechanism and gameplay. great concept.
I wish I had 3 friends to play with, that definitely sounds fun. I like multiplayer games playing on one screen. Match the theme quite well.
Soon the moral of the story - gotta write a in-game controller definer thing to stick into your games in future.
Thanks for playing!!! Awesome! :D
Over the weekend I played an updated version of the game with some other people at parties, it went down quite well, there were these kids of like 7 or something. They were SO HAPPY about it. But then I realised maybe the pixel blood was a bit much :P
Was only playing it alone, i found it quite difficult to kill the second player, but this is definitely worth extending, well done!
I just put up a post-compo version, maybe that addresses the problem (I did a little bit of balancing with Stompy)
http://www.twoplusgames.com/nomoreboxes/postcompo
It's in the post-compo version here, if you'd like a look:
http://www.twoplusgames.com/nomoreboxes/postcompo/madness
Thanks :D
PS: I managed to build a tower of all 4 characters in the MADNESS EDITION (which, by the way, is probably the most fitting name I've seen so far in LD31)
Unfortunately, I don't have somebody to play with now, but I played the compo version a few minutes alone hehehe. It's a nice entry and very well done ^^
* the post-compo version is definitely MADNESS xD
-When playing in Chrome, when you walk into boxes from the left side, you get stuck. Forever.
-When playing in the downloaded version, Player 1's controls work, but Player 2's just.. don't. He is immobile.
-The punch sound effect is on a weird delay.
-Joysticks are very flaky, at best.
This really was a great concept, killed by bugs. I hope you get it polished up, because then it'd be heaps of fun!
http://www.twoplusgames.com/nomoreboxes/postcompo
- I've run into the one side stuck bug before, I think I gotten that out though. Will look more into it!
- The download version allows you to set your own controls, I'm not sure how the defaults may be messed up :/
- Punch sound fixed! :)
- I hadn't had problems with joystick controls, did you mean that the mapping was bad? They're set to xBox 360 defaults, it's not really anything that can be fixed without lots of code to implement in-game control setting.
Thanks for playing and noticing the small things!! You're awesome! :D
Sometimes I got stuck by jumping near a "wall" of boxes D=
The music is odd, it not fits in the game speed
Btw, thanks for your feedback :)
Thanks for giving it a look!
@Kuupu great suggestions! More effects for jumping and box collisions etc is a great idea :D