Save the Giant by drkrunk
Save the giant!
-EDIT POST COMPO:
I have been giving a lot of thought to doing a post compo, and have decided that I'll only work on a post compo version if the version was to be a full fledged game not just bug fixes. In order for this to become a realization I really need a community backing it. I have created a Google group and if we get 15 plus people joining then I'll start working on it. Basically I'm looking for an audience for the game. This is extremely important to us because there's nothing worse then pumping your heart and soul into a project to realize that no one cares to even play it when you're done (This has happened to us).
Everyone wanting the project to go forward join the google group to push this project forward we are currently at 2/15 people. I'm creating the group for:
- People who want to be involved in making this a good game.
- People to play builds and tech demos for new mechanics.
- Anyone who interested in our concepts and art techniques.
- Everyone who wants to play a better version of this game.
The thing is it might take us a while to make this game and Ludum 31 will be long gone in that short amount of time. This makes it really hard to show the final product to everyone who wanted to see this go further. The google group gives us access to email addresses where you can be reached when new versions are out. It also provides feedback for us when things are broken or just bad ideas. By joining you have no responsibility just access to early versions and test demos. This will be a closed day-one alpha test group basically.
If you want to join the group go here https://groups.google.com/forum/#!forum/save-the-giant and apply for membership.
Controls:
A - Bow
S - Dagger Slash
D - Roll <---(kinda pointless tho)
F- Toggle full-screen
Arrow Keys - to move.
Dev Notes:We would of liked to put more into this game but we ran out of time. The sound is something that we just though together like 10 mins before it ended. The giant never walked in the end, but we feel lucky that this at least resembles a game. We feel like this is more of a proof of concept. Our take on the theme was one stage on the entire screen(the giant) we also had intended for bosses that you'd fight instead of the parasites. It is what it is.
Spoilers/Tactics: If you having trouble, the parasites die with the dagger and their orbitals are pushed by the bow. The orbitals die with the parasite dies. You have to kill four of them to beat the game.
If you don't care the character speed, we intended the giant to be bigger and walking but ran out of time =[.
We hope you enjoy our game.
-EDIT POST COMPO:
I have been giving a lot of thought to doing a post compo, and have decided that I'll only work on a post compo version if the version was to be a full fledged game not just bug fixes. In order for this to become a realization I really need a community backing it. I have created a Google group and if we get 15 plus people joining then I'll start working on it. Basically I'm looking for an audience for the game. This is extremely important to us because there's nothing worse then pumping your heart and soul into a project to realize that no one cares to even play it when you're done (This has happened to us).
Everyone wanting the project to go forward join the google group to push this project forward we are currently at 2/15 people. I'm creating the group for:
- People who want to be involved in making this a good game.
- People to play builds and tech demos for new mechanics.
- Anyone who interested in our concepts and art techniques.
- Everyone who wants to play a better version of this game.
The thing is it might take us a while to make this game and Ludum 31 will be long gone in that short amount of time. This makes it really hard to show the final product to everyone who wanted to see this go further. The google group gives us access to email addresses where you can be reached when new versions are out. It also provides feedback for us when things are broken or just bad ideas. By joining you have no responsibility just access to early versions and test demos. This will be a closed day-one alpha test group basically.
If you want to join the group go here https://groups.google.com/forum/#!forum/save-the-giant and apply for membership.
Controls:
A - Bow
S - Dagger Slash
D - Roll <---(kinda pointless tho)
F- Toggle full-screen
Arrow Keys - to move.
Dev Notes:We would of liked to put more into this game but we ran out of time. The sound is something that we just though together like 10 mins before it ended. The giant never walked in the end, but we feel lucky that this at least resembles a game. We feel like this is more of a proof of concept. Our take on the theme was one stage on the entire screen(the giant) we also had intended for bosses that you'd fight instead of the parasites. It is what it is.
Spoilers/Tactics: If you having trouble, the parasites die with the dagger and their orbitals are pushed by the bow. The orbitals die with the parasite dies. You have to kill four of them to beat the game.
If you don't care the character speed, we intended the giant to be bigger and walking but ran out of time =[.
We hope you enjoy our game.
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 2.99 | 708 |
| Audio(Jam) | 2.65 | 518 |
| Fun(Jam) | 2.54 | 856 |
| Graphics(Jam) | 4.51 | 32 |
| Humor(Jam) | 2.00 | 764 |
| Innovation(Jam) | 2.85 | 622 |
| Mood(Jam) | 3.40 | 252 |
| Theme(Jam) | 2.11 | 1002 |
The gameplay however... Is very buggy, frustrating and unpleasant. I really wanted to go to the end of the game but I gave up after a collision bug that make me fall to the ground for the twentieth time at least. I did notice a bit late that the dagger could be used to destroy the green fireflies nest too.
It was about half an hour and the 7th restart before I was able to finish all the tumors without getting stuck. Would've loved it if there was a conclusion instead of the black message screen. A simple picture like the player sitting on the giant's head for example would've been perfect.
Regarding the controls, the reason it feels unresponsive is because there is no mid-air control. When the player presses jump before the arrow key, the arrow key will not get registered and can be very frustrating. A little nudge toward the direction of the player input would be enough to make the control feel smoother, even if the player falls off anyway.
The game could benefit from being less punishing as it'll make it easier to enjoy the art. Like ability to hang on to the edge of platforms when you're about to fall would help reduce the difficulty greatly..
Sorry for the long comment.. The concept is wonderful and the art is brilliant so it would be a shame if there was no post-compo.
(The giant walking is unnecessary in my opinion, unless you want this to be an action game. Simple swinging of the arm and the chest breathing makes a more quiet and friendly giant. Ok I'll stop talking now.)
Laptop Specs:
Processor: AMD E2-1800 duel core 1.7ghz
Ram: 5gb
Radeon HD integrated graphics card
The controls however... they're playing in their own league. Let's just put it that way. :D
So yeah, I've basically got mixed feelings. Concept and art style seem really good, but the unresponsive controls and constantly getting stuck make it difficult to enjoy.
The final fight should be on a walking giant!! :-)
I might suggest adding a small timer that starts after you leave a platform and if you press jump within that small time you can still jump even if you're not grounded.
That usually makes the jumping a bit more forgiving, which I found a tad difficult.
But a good idea and gfx, would make a nice game.
I like the Shadow of the Colossus feel.
- People who want to be involved in making this a good game.
- People to play builds and tech demos for new mechanics.
- Anyone who interested in our concepts and art techniques.
- Everyone who wants to play a better version of this game.
The thing is it might take us a while to make this game and Ludum 31 will be long gone in that short amount of time. This makes it really hard to show the final product to everyone who wanted to see this go further. The google group gives us access to email addresses where you can be reached when new versions are out. It also provides feedback for us when things are broken or just bad ideas. By joining you have no responsibility just access to early versions and test demos. This will be a closed day-one alpha test group basically.
BUT.
The controls are impossible. No mid-air movements means I couldn't even stand next to a platform and jump on it.
The first enemy alone frustrated the crap out of me, I almost ragequit. There's no indication if you're actually doing damage and the blobs keep flinging you down to the ground level UNPREVENTABLY <-- that's the key, it doesn't feel like I have a choice or say in the matter.
Then I jumped a platform and got stuck and the thought of having to go through the first enemy again just terrified me.
There are some fundamental platforming control issues that are far more important than pretty graphics, though they are really pretty. I took a lot of tim in my LD48 just making sure the platforming was natural and feels decent. It wasn't perfect but it wasn't an obstacle.
Good luck on this :)
I would like to see some sort of more interesting ending, though.
And controls could be better: no horisontal friction in midair is ok, but lack of the moving ability is frustrating.