eMERGEncy by wheelsx (StickyKittyGames)

[raw]
made by wheelsx (StickyKittyGames) for LD30 (JAM)
Professor Boss has the crazy idea to harness energy from all of the colors of the visible spectrum. After 17.84 years of research and hard work, he has finally completed his Mass Anti-variegated Radiation Isolation Machine (M.A.R.I.M.) Surprisingly, it works... sort of...


eMERGEncy is our first attempt at a platformer, and we had a lot of fun making it. It is a bit buggy, but... well, it is a jam entry. Apparently the difficulty is a little high. We apologize for that, but we didn't have much time to test and tweak it.

The tutorial (hopefully) explains the object of the game, and there is a feature that allows you to configure the controls to whatever keys work for you.

Happy Gaming!

Hope you have as much fun playing it as we did making it!


Controls (default)

wasd = move
z = RED world
x = GREEN world
c = BLUE world
R-shift = attack
Space = special attack

Ratings

Coolness 51% 3
Overall(Jam) 3.03 504
Audio(Jam) 3.32 270
Fun(Jam) 2.90 459
Graphics(Jam) 3.17 468
Humor(Jam) 2.60 299
Innovation(Jam) 2.73 554
Mood(Jam) 2.80 544
Theme(Jam) 3.28 327

Feedback

Transmit
26. Aug 2014 · 11:40 UTC
Really appreciated being able to re-map the keys, as the default ones were rather hard to use, especially as shift kept bringing up sticky keys prompt. Otherwise it was pretty fun platformer
Techblogogy
27. Aug 2014 · 15:31 UTC
Nice and fun game.
Pesty
29. Aug 2014 · 02:39 UTC
Rather confusing to play
tbam
02. Sep 2014 · 17:54 UTC
Fun game, though the enemies respawning constantly got annoying
Nooner Bear
02. Sep 2014 · 17:55 UTC
Slightly difficult for me to attack without receiving damage, but the platforming seemed to work pretty well.
frogcheese
02. Sep 2014 · 18:57 UTC
Fun game, though it got a bit irritating after the third or so time another vortex spawned on the other side of the map just as I reached the last one. Flows smoothly with good animations and a decent tune. A little tip would be not to raise the camera so much when the player jumps, since it makes it difficult to tell where the ground is and makes the platforming harder than it needs to be.
Nut
02. Sep 2014 · 19:37 UTC
Interesting mechanics but I wish the movement was a little friendlier. The challenge is getting to all the vortex things efficiently, so I don't know why I wouldn't just always stay in the blue world until I reach a vortex. It would be interesting to have some level design that rewards using the other worlds more.
Aglavra
02. Sep 2014 · 19:46 UTC
I liked music and animations, but it is difficult to attak enenies without getting damage.
Ventura
02. Sep 2014 · 21:00 UTC
I liked the movement of the character but it's difficult to land in the correct place. I would add that the frogs flash when is hit or push back, so we know that was damaged. Nice game.
Aomeas
02. Sep 2014 · 21:17 UTC
The music is awesome :3
But having a platformer with ennemies kicking you out of the path was difficult :/
creative630
02. Sep 2014 · 21:34 UTC
Damn spitting toad! Died like 5 times! Gaaah. Otherwise a well put together game, didn't get to see if there was an end game. Platforming could have been a little easier.
NiceAlexanderAS
02. Sep 2014 · 23:25 UTC
The frogs where really hard for me xD.... them frog trolls xD ... very cool game! excelent work :D
vividhelix
03. Sep 2014 · 06:52 UTC
A bit too difficult with the frogs and the narrow platform, but great overall feel, liked the music too.
shatterhand
04. Sep 2014 · 14:35 UTC
Liked the graphics a lot and the music is pretty good.

The game felt very polished, but it does have a few problems.

First, it is really very confusing to play. Also, the collision detection seems to have some problems... I never know if I actually hit an enemy or not, I am not even sure if they need lots of hits to die. It's very annoying to see your sword hitting the enemy, the enemy has no feedback at all and at the exact next frame jumps and attacks you.

And then you fall back, and fall straight to the water, losing TWO hearts for an enemy attack that was completely unfair.

The game also relies too much on "Leaps of faith", I need to go down but I have no idea if there will be water or ground below me.

I once switched world and a frog was spammed right where I was! (And then I fell back.. INTO THE WATER!).

The game becomes too annoying to be any fun because of all this. The game is very well programed, but it needs a lot of polish in the gameplay department.
🎤 wheelsx (StickyKittyGames)
08. Sep 2014 · 17:27 UTC
I want to thank everyone for all the feedback. I already knew about most of the problems mentioned, but didn't realize how much they actually affected gameplay. I was trying to capture a little of that classic action-platformer difficulty, but it looks like I over did it. I was dissappointed that I wasn't able to do some things faster to free up some time to do basic things like visual feedback when you hit an enemy, finding a workaround for the possibility of getting hit when switching worlds, and improving the level design. I feel like if I had another 12 hours this game could have been a lot better.
apiotrw
13. Sep 2014 · 14:05 UTC
Good work