From Below by muh_h

[raw]
made by muh_h for LD29 (JAM)
In From Below your mission is to weaken the monster so whre it hit the surface the earthquake will be weaker. You can get powerups for your weapon on the way up. Watch out the falling rocks!

Graphics assests from @KenneyWings pack

Controls:

W - Jump
A - Left
D - Right
Mouse - Aim
Left Click - Shoot

Postmortem - http://www.ludumdare.com/compo/2014/05/01/from-below-postmortem/

Ratings

Coolness 51% 3
Overall(Jam) 2.83 583
Audio(Jam) 2.39 572
Fun(Jam) 2.69 530
Graphics(Jam) 2.76 598
Humor(Jam) 2.92 239
Innovation(Jam) 2.96 395
Mood(Jam) 2.62 603
Theme(Jam) 3.79 77

Feedback

pbsds
27. Apr 2014 · 21:08 UTC
Very little space to move in and i have the fieling that the lazer doesn't work yet, but love the visuals and the idea!
dejant
27. Apr 2014 · 21:26 UTC
Hard game with great visuals and idea. I managed to get a score of 6 :) Those special weapons are realy hard to get.
Skywilly
28. Apr 2014 · 16:17 UTC
The heartquake animation is so long :( But the concept is very good, congratulations !
scottyb
29. Apr 2014 · 02:21 UTC
the concept here is fucking great. a little hard to actually play, but i love the look, love the worm smashing up the city. this is awesome.
ninspriterx
29. Apr 2014 · 03:22 UTC
Actual game play was a little bit tricky. Probably just the placement of the "jump" button. Great concept, and nicely delivered with it's style.
zillix
29. Apr 2014 · 04:19 UTC
fun idea! I loved the simple graphics
InvisibleWonder
29. Apr 2014 · 05:46 UTC
Nice concept and art. The jump is very loose. I felt that if I made it to a new platform, a little bit of friction should keep me from sliding off more often.
pht59x
29. Apr 2014 · 07:32 UTC
Or the price to pay when gravity fails. Fun concept! But a little bit too hard to play (wider platforms or/and more friction would do well).
baykush_figtree
29. Apr 2014 · 12:45 UTC
That end animation ahahaha
Love the idea but the platforms are way too distant.

Good job tho :)
zzorn
29. Apr 2014 · 14:49 UTC
Nice monster! Very hard to difficulty though.
randoman
29. Apr 2014 · 15:56 UTC
Pretty hard to get the hang of the controls, but it's fun to play it.
Zephyr
29. Apr 2014 · 17:00 UTC
Interesting concept. If the earthquake sequence at the end wasn't so long it wouldn't be so frustrating to lose! The graphics look great though and the earthquake animation does look awesome. It's a bit tough to focus on hitting the worm, platforming and dodging rocks all at the same time, but I enjoyed it. I did manage to get a 3.95 on my last attempt. Good job!
petrih
29. Apr 2014 · 18:35 UTC
Hard game, maybe too hard for me.
mechabit
29. Apr 2014 · 18:59 UTC
Almost impossible to get the 2nd laser and the city animation takes too long, maybe let you skip to the score with a button. Could be expanded with more weapons and traps if you wanted to keep working on it.
TeamOmni
29. Apr 2014 · 18:59 UTC
felt game could have been better if the jumping/movement was better and the restart didn't take as long to show up, so you could quicky get back into it. Otherwise nice job!
joe40001
30. Apr 2014 · 02:07 UTC
I like the game, but like others have said it's quite hard (And I like hard games)and has some "bugs" (like not knowing if your shots are doing anything and powerup sound only firing the first time)

Also, I think you might have made it unwinnable, because I got every power up and shot just about as frequently as possible and I could only get down to 4.3

If you have a game where the end score is better when lower then everybody is going to want to know what happens if you get a score of 0... However I think you might have made that impossible for this game, that or the falling rocks do lots of damage to him and they appear to be random.

Your idea was very very solid, your execution was a bit clunky though, still overall I quite liked it. (Even if it is unwinnable)
🎤 muh_h
03. May 2014 · 15:43 UTC
Thanks guys for the feedback. I am planning to make a better verion with your sugestions! :)
TyrusPeace
05. May 2014 · 04:59 UTC
Cool concept, but the speed of the movement and size of the platforms means I never felt like aiming/firing was super useful. I like the idea, but I think your idea'd have a better chance at shining if you made the shooting feel more productive and doable than it does now.