Jetpack Caverns by Mental Atrophy
Important:
I have just added a Linux and OS/X version, but I am uncertain if they will work--leave a note in the comments if not. They require Python33 or higher and Pygame 1.9.1. To run these versions of the game, execute the main.py script inside the scripts directory.
http://www.pygame.org/download.shtml
https://www.python.org/download/
Instructions:
Linux and OS/X versions require Python33 or higher and Pygame 1.9.1
Move with the WASD keys.
Aim and click with your mouse to shoot.
Hold the mouse button and release to unload a charge shot. Charge shots do extra damage and can break dirt walls.
Reach the exit to win.
Background:
This game was written in Python using Pygame/SDL libraries. Music was created in FL Studio and sound effects were created via BFXR. Graphics were drawn in Paintshop Pro.
My Thoughts:
I was slightly better at staying on task this time, but still didn't get a lot done. I only have a few enemy types and the level was thrown together really quickly to meet the submission deadline. Sorry! I'll do better next time... Though, maybe I should do the Jam instead for the extra time.
I have just added a Linux and OS/X version, but I am uncertain if they will work--leave a note in the comments if not. They require Python33 or higher and Pygame 1.9.1. To run these versions of the game, execute the main.py script inside the scripts directory.
http://www.pygame.org/download.shtml
https://www.python.org/download/
Instructions:
Linux and OS/X versions require Python33 or higher and Pygame 1.9.1
Move with the WASD keys.
Aim and click with your mouse to shoot.
Hold the mouse button and release to unload a charge shot. Charge shots do extra damage and can break dirt walls.
Reach the exit to win.
Background:
This game was written in Python using Pygame/SDL libraries. Music was created in FL Studio and sound effects were created via BFXR. Graphics were drawn in Paintshop Pro.
My Thoughts:
I was slightly better at staying on task this time, but still didn't get a lot done. I only have a few enemy types and the level was thrown together really quickly to meet the submission deadline. Sorry! I'll do better next time... Though, maybe I should do the Jam instead for the extra time.
Ratings
| Coolness | 85% | 2 |
| Overall | 4.32 | 8 |
| Audio | 4.11 | 20 |
| Fun | 4.36 | 4 |
| Graphics | 4.33 | 39 |
| Humor | 2.29 | 659 |
| Innovation | 3.16 | 482 |
| Mood | 3.65 | 139 |
| Theme | 3.88 | 98 |
Is there a way to go full screen? I accidentally clicked outside the window a few times. :)
I noticed that my projectiles ceased to exist when they reach the edge of the screen, which made it a bit tedious to dig through a wall at one point since I was trying to do so from a distance.
Mechanics looks promising =)
Also interesting point with destructable ground.
The only bad point was the ending, it was very abrupt. Just when I was enjoying myself! :D But that's completely understandable for a gamejam.
For it's stylish 8 graphics, crunchy sounds and responsive gameplay this is so far my favorite compo entry.
Will you continue this project?
Only things to improve I think is the end of the game and the story. 5/5 anyway! Congrats
OMG that was amazing my entire childhood relived in 5 minutes thank you very much kind sir!
~AlucardX60
You can actually create your own levels right now... mostly. One thing I forgot to do was the player placement, which is hard-coded instead of finding the right object. So, as long as that same area of the map is open space, you can create maps using the Tiled Map Editor.
Graphics were great and so was the audio.
Now, if you kept working on it and made a larger level (or various) and bosses... that would be awesome! :)
It lacked a bar to tell when a power up was about to run out, though...
Anssi@MooseflyGames
The upgraded weapons leave too soon. I believe the upgraded weapons would feel more powerful if they were given more permanence, although maybe I am too entrenched in the genre's tropes.
And thank you for making binaries. A few people have just uploaded their Python source and I haven't been able to play. ;)
Lots of attention to level design as well, I loved how I was taught I have to dig to open the second door. An amazing entry for 48 hours, kudos!
Incredible destructible terrain.
Congrats