CyberSwap by _Rilem
The game is not finished. Unfortunately 3 days was not enough time and we highly underestimated the work that goes into making even a simple rpg game. So there's a big chance you'll encounter game breaking bugs or unfinished stuff. :)
Also, there is no ending.
If you encounter the bug where the dialog box is stuck on screen and you keep facing in one direction, try if you can talk to someone. That should reset the dialog.
In CyberSwap you take on the role of Shannon a young girl living in Sector 8 of Buckettown. Shannon will take on
Skydine, an evil corporation that took over the world. With their advanced computers they forced normal folk to live in slums like sector 8. While the richest and most influential people are able to enjoy everything the world has to offer, Shannon is stuck in sector 8. She want's to challenge Skydine and open up all sector's for everyone, rich and poor to go wherever they want.
Controls: arrow keys and spacebar. Further controls are instructed ingame.
Credits:
Programming/art - Rilem
art/design - Ziryf
Music - Breezee, FlyingLobster
Also, there is no ending.
If you encounter the bug where the dialog box is stuck on screen and you keep facing in one direction, try if you can talk to someone. That should reset the dialog.
In CyberSwap you take on the role of Shannon a young girl living in Sector 8 of Buckettown. Shannon will take on
Skydine, an evil corporation that took over the world. With their advanced computers they forced normal folk to live in slums like sector 8. While the richest and most influential people are able to enjoy everything the world has to offer, Shannon is stuck in sector 8. She want's to challenge Skydine and open up all sector's for everyone, rich and poor to go wherever they want.
Controls: arrow keys and spacebar. Further controls are instructed ingame.
Credits:
Programming/art - Rilem
art/design - Ziryf
Music - Breezee, FlyingLobster
| html5 | http://www.ducksoup-games.com/games_content/cyberswap/index.html |
| Original URL | https://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=18340 |
Ratings
| Coolness | 46% | 1364 |
| Overall(Jam) | 4.14 | 21 |
| Audio(Jam) | 4.18 | 19 |
| Fun(Jam) | 3.90 | 33 |
| Graphics(Jam) | 4.70 | 6 |
| Humor(Jam) | 3.63 | 58 |
| Innovation(Jam) | 2.80 | 512 |
| Mood(Jam) | 3.88 | 60 |
| Theme(Jam) | 3.71 | 125 |
The only bug I encountered is the disappearance of the action cursor in combat. Nevertheless I was only attacking, so it did not matter and I was able to fight and beat every encounters no matter what. Even the "boss" of the mining facility.
I've loved the winning music, it pumps you so much and wants you to win another fight just to hear it and have it going as long as possible.
I've enjoyed the humour in the dialog (Who's playing scubbabear ? :)
It feels like a nice basis that would deserve to be pushed a bit further.
On the "issues" side, sometime the character gets stuck against a barrel when/where I feel it should be able to go through. Not a big issue, but a little rough on the edges.
The walk speed is perhaps a bit too low as well, or the camera gives this impression.
Overall great team work nonetheless, gorgeous art (as always) and a cool proof of concept nonetheless.
Congratulations !
The art and the music are neat and the combat is amazing. hope to see this game finish :D
..and I recommend you to start looking for a better place for your secret stash (*0*)
+ points for the Pokemon reference too :p
In a general design perspective, I'd like to see more interactions between virtual and real worlds, because as-is outside of the one lever in Shannon's room the computer terminal just functions as another door--it's purely aesthetic, not functional, and doesn't do anything for the gameplay itself at all. There just isn't much game here right now. I kind of expected a series of puzzle rooms in houses--think it might have worked better.
Writing also needs work, as there's a lot of basic spelling and mechanical errors in what you have there--which is ok for most games, but for something as text-heavy as an RPG, it's a serious problem. I usually noticed one or more per dialogue. The humor also fell flat for me--you sure as hell earned your reference to Scubabear, but the rest of the meme insertion doesn't give you much by way of freshness.
A roleplaying game is based on, well, playing a particular role, and your characterization wants some examination. Who is Shannon? What does she want? What's going on? Why's she so good at punching rats? What is the objective? We've got no idea--just that we're interacting with various objects because that's what you *do* in a game. I mean, sure, it's incomplete--but I feel like there were a lot of opportunities untaken, just from what there was to see.
I have to apologize for being so hard on you. Combat RPGs as a genre are kind of tired, and I feel like you have a lot of potential to do some really amazing work. Thank you for the game, and I do sincerely hope you finish it. I look forward to playing more.
My only complain was the walking speed. It became a bit of an annoyance after a while, but didn't really take away from my overall enjoyment.
This game is begging for more development.
Maybe a simple fetch quest and/or a linear battle arena would have made the game last a bit longer?
Is the game I spent more time playing
The atmosphere kind of reminded me of Chrono Trigger's future (2300 AD), except for the jazzy tune. I really liked the references to Pokemon, FF VII and ScubaBear.
Graphics are great. The battle animation is amazing!! The music and sounds are also pretty good!
It's a pity that you weren't able to finish this, but what you've done is pretty good!
Congrats! =D