Morpheus by Tex Killer
Once again, too much concept and not enough time...
Morpheus was made with our own engine, so please take it easy on the bugs! :D
Two more "dreams" were planned, as well as a level on the real world, but it was pretty hard to finish the first dream in time, so I guess that will have to do.
Thank you for playing!
Keyboard:
Left/Right Arrows (Move)
Space Bar (Jump)
Credits:
Lucas Vinicius Pimenta (Visual Artist)
Marcos Tulio Cavalcante (SFX Artist)
Faister Cabrera Carvalho (Programmer)
Morpheus was made with our own engine, so please take it easy on the bugs! :D
Two more "dreams" were planned, as well as a level on the real world, but it was pretty hard to finish the first dream in time, so I guess that will have to do.
Thank you for playing!
Keyboard:
Left/Right Arrows (Move)
Space Bar (Jump)
Credits:
Lucas Vinicius Pimenta (Visual Artist)
Marcos Tulio Cavalcante (SFX Artist)
Faister Cabrera Carvalho (Programmer)
| Windows / Linux (Wine) | http://texkiller.eu.org/Builds/Windows/Morpheus.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=7901 |
Ratings
| Coolness | 57% | 3 |
| Overall(Jam) | 2.63 | 704 |
| Audio(Jam) | 3.20 | 321 |
| Fun(Jam) | 2.13 | 737 |
| Graphics(Jam) | 3.07 | 502 |
| Innovation(Jam) | 2.27 | 697 |
| Mood(Jam) | 3.28 | 288 |
| Theme(Jam) | 2.44 | 631 |
Thank you very much!
Dietrich Epp, Yeah, I was trying to fix them the best I could, but at least they only kill you when you are really hit by them. If I develop a "post-compo" version I might fine tune the detection more.
Thank you all for playing!
The chains/blades need a more clear visual of where the danger is. When I was trapped and trying to die from them I couldn't. I didn't feel that much in control of when I was going to get hit or not.
The run cycle was pretty good and didn't feel slidey, though maybe a little stiff.
The audio was creepy and good, especially the axes. Good storytelling since you could follow along with what was happening (prison->dream).
No worries :)!
Glad the suggestions were of value, if you do work on a post-compo version I wish you the best of luck :).
About the collisions, I couldn't get it any better on the time I had. Maybe if I do a "post-compo" version I'll improve it.
Good overall presentation, nice music and fluid animation. The amount of repeating rooms you used is clearly too much. Getting the same cutscene>endgame screen afterwards was anticlimactic.
The collision detection for the axes are really not very good, but it was the best I could do before the time was over.
We had also planned a second dream, and the artwork was halfway done, but there was no time left to program it.
silentlamb, we are aware of this error, but don't yet know what is triggering it. Do you know how to reproduce it?
The game is aweosme! It gets a bit repetitive, but the timing puzzles are very nicely done. The 2d/3d sprite graphics are REALLY cool. I especially love how you see a little bit of the player's front as you turn from left to right. One problem with these graphics is that it's difficult to tell where the hitbox for the axes starts and stops. The little cutscenes at the beginning and end really drive home a dark, trapped mood.
Overall, it was graphically awesome, hwoever teh gameplay got a little boring after the same chamber over and over. 4/5 stars! And best of luck with more games in your homebrew engine!