The Valley Rule by Raiyumi
You are stuck "beneath the surface" and trying to find a way up. There seems to be only 1 giant door blocking your path. Can you open it?
Controls: Arrows , S
4 Keys, 1 way out, and power-ups.
Exploration platformer.
Enjoy!
Programming, Art, Design by: Ryan Carag
Music and Sound by: Bill Kiley
I wish I could've done more with the theme, but we were cutting it close. We had some awesome music for the overworld too. Argh!
Quick Fix: If you die just right after respawn, you wouldn't respawn again.
<><> Post-Mortem/Design Look <><>
http://www.ludumdare.com/compo/2014/05/03/the-valley-rule-post-mortem-design-look/
Controls: Arrows , S
4 Keys, 1 way out, and power-ups.
Exploration platformer.
Enjoy!
Programming, Art, Design by: Ryan Carag
Music and Sound by: Bill Kiley
I wish I could've done more with the theme, but we were cutting it close. We had some awesome music for the overworld too. Argh!
Quick Fix: If you die just right after respawn, you wouldn't respawn again.
<><> Post-Mortem/Design Look <><>
http://www.ludumdare.com/compo/2014/05/03/the-valley-rule-post-mortem-design-look/
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 4.39 | 3 |
| Audio(Jam) | 4.41 | 6 |
| Fun(Jam) | 4.12 | 8 |
| Graphics(Jam) | 4.61 | 16 |
| Humor(Jam) | 2.63 | 348 |
| Innovation(Jam) | 2.95 | 401 |
| Mood(Jam) | 4.38 | 9 |
| Theme(Jam) | 3.23 | 337 |
Unfortunately I was not able to complete it as it bugged after I got the second key and refused to respawn me after death. Very disappointing, but I'll probably pick it back up from the beginning later just so I can see the end.
I also ran into the bug where you don't respawn, which I believe is caused by dying too quickly after respawning (in Stencyl you can't transition when a transition is already happening).
I'll hope you'll make something bigger from this prototype=)
Good job. Not excellient because of theme attched with ears.
I haven't completed it yet, I'll save that for another day. But so far I can say the graphics and sound set a great atmoshpere. I love the attention that was given to the details. Also the camera direction is a very nice touch.
All in all, I love it! :)
The best part is the graphics/audio. The audio is non-obtrusive but fits the game decently. The graphics are definitely good for 72 hours.
It's definitely not bad for 72 hours, but those controls should have been the very first thing to solidify. And, if the controls have to be the way they are, don't make the death sequence so long.
Wow, this game is so fantastic. I absolutly loved all of it from start to finish, sound, gameplay, audio, everything. The only one thing I would say is that the cliff climb was a little too difficult / felt a bit like game mechanic abuse. It seemed like I was being directed away from climbing up because it was so much harder than anything else in the game. That aside I'm totally astounded with how great a job you guys did. Amazing work!
Just a couple nitpicky things: the "water" thing being white doesn't hint you too well that it's deadly if you fall in it. Also it would be cool to have the game save after you pick a power-up.
So yeah, it didn't turn the theme on its head, but beyond that it's an incredibly well-done entry and hits some great high notes. Excellent job!
@Jonochrome Thanks. I haven't completely gotten rid of it in post-jam version, but it should be happen significantly less than the LD ver. (I hope).
Very thoughtful level design that remind me of Nifflas games
Minor note - I did notice a collision bug; when walking just off of the side of a pushable block, I couldn't move left or right.
Really cool, well polished game! There's some minor collision problems with the movable blocks every now and then, but I was never really stuck or anything.
I like the looks and feel of this game! And the sound design is amazing! Congrats!
I feel like double jumb climb was unnecessary hard. I tried so hard to go up the ledge and when i finally got there i pushed the block in the wrong direction and it fell into water - such a level design fail :/
Once I glided onto button from the ledge and got stuck there surrounded by water.
Anyway great game!
Still, the game is very well done. I'm glad to have played it.
Great job.
I am here: http://black-moth.net/wp-content/uploads/2014/04/hardjump.png
And I have the double jump and wall climb abilities. Is there something else I need that makes this easier?
You just gotta master that wall with what you got!
Trust me though.. It gets worse..
http://img.ctrlv.in/img/14/04/30/53610c6a19ec7.gif
I would have liked to see some more variation in the gameplay, but this felt like a full package!
Good job!
(Also after the dark scary room, I feel like I really deserved a fanfare for finishing the game haha)
The only issue is collision with blocks. They sometimes stick to the player when falling and I managed to get stuck inside a few of them. It wasn't a problem until I had to redo the last puzzle because I couldn't get out of the block.
Other than that, amazing game. Great job guys!
Your game has made me find out a thing about myself, huzzah?!
~AlucardX60
- The music is BEAUTIFUL. I want the OST, pretty please?
- The sounds are cool, but the jumping sounds more like paper ripping than jumping.
- The pixel art and the colors are perfect.
- The first box puzzle on the left where you have to use a box as a jumping platform is clever. Deceptively easy!
- Oh god, the climbing is adorable.
- Everything looks so polished. Those little dust particles! And I just realized she's blinking :D
- I'm getting such a Knytt Stories vibe from this. That's a VERY good thing!
- This vertical climbing level. I take back everything I said. I hate you guys. It also seems that the double jumping sometimes doesn't work there. (Okay, it only doesn't work when I continue holding direction keys. If I always let go of them and press them at the same time as the jumping, it works.)
...and this is where I'll stop for now. Damn, what a pity. I really could've done without the section. Maybe I'll come back later... :(
Apart from that, before that section: Magnificent game! It's been a while since I've seen such a polished and beautiful entry - you've done so much in 48 hours that it looks more like a week! I had a lot of fun playing it. Thanks! :)
PS: I know I really can't complain about difficulty after what I've done in my entry, haha.
Great game overall, but I agree that the controls were a little wonky.
This was made in three days? Well, you did use Stencyl just like me, but wow. Good job!
I played through the entire game, and I enjoyed all of it :3
Awkward how I can't walk over a depressed switch.
Block pushing is a tad slow.
These are not massive problems, this is lovely so there's not a lot to nitpick.
Less minor: Should do a one-time save whenever you get a key or an ability. The wall-climbing challenges in the bottom section are too harsh/not fun.
I like this enough to want to complete it, but I'm just not enjoying this walljumping so will have to stop here with 3 keys. A real shame, I hope you'll change this in a post-competition version rather than just going "nah, it's meant to be hard".
http://www.ludumdare.com/compo/2014/05/03/the-valley-rule-post-mortem-design-look/
I played kitty force 10 and I recognized your art style at first glance. I loved the art on both entries.
Fun and very polished game in gameplay, graphics and music. The platforming/collecting mechanic is not original and the theme is not obvious but I see those categories weren't your target.
Might be a problem on my end, but as the rooms got larger, the framerate got far too choppy and I had a hard time completing the climb-jump combos in large rooms like the main room. But on smaller rooms, I did just fine.
Amazing level design, beautiful job all around.
That said, PLEASE (if you haven't already) add a save point to the top of that cliff jump. I managed it ONCE on keyboard and I messed up the block. I almost rage quit, but when I tried it with a controller and Joy2Key as someone wrote, it was MUCH better. My keyboard is wireless so there can be a delay - I got similarly frustrated with the web version of Meat Boy, so just know that it makes a BIG difference and a save point would really help there.
I'm also not sure I totally buy the under the surface theme for this as people have said, but it's the jam and the game is great and you are in a cave, so be it!**
Would've given you a full 5 for innovation, but I got heavy cave story/Fez vibes from this. Opening the chest to reveal a glowing shape, some of the patterns in the stones, and the character even looks like she's out of one of those. It's still utterly great, just not 100% original.
Overall: Very fun. Great Music. Great gameplay. Just an awesome entry. Thanks for sharing. :) I'm excited you guys are going to make the full thing.
** Just saw the part where you wanted to do more with it. Makes sense. :)
@shadow64 : The post-jam version has a save-point at the top and some slight fixes with wall-jumping. :)
Seriously, though. Great game.
I was, at first, expecting more abilities, but turns out two were more than enough. That last room was quite challenging, forcing you to wall jump.
Graphics were gorgeous! The music, and sfx, were also really good!
Really, congrats! =D
If I had one criticism it would be the repeated use of climbing up walls with overhangs. It was just difficult and repetitive.
But otherwise, it was a great game.
@cageinabird Nice!
Aesthetics are quite heavily influenced by Fez: the patterns, the colors, the chests... but it looks great nonetheless. Especially the character sprite. Adorable! ^^
Audio and Graphics is great, reminds me a bit FEZ.
The most awesome thing was the level design, I especially loved waterfalls on these (kind of) trees to understand they are platforms or the camera movement to see the button before the huuuuuuge wall (actually, I pushed the block like Kitheif : http://img.ctrlv.in/img/14/04/30/53610c6a19ec7.gif xD).
Really great job, I think it's my favorite one :D !
Really top notch, one of the most polished games I've played. Wish it was a bit more innovative, risk taking or explored the theme more.
That being said, there are things that I don't like.
e.g. Pushing the blocks is just SOOOO slow, it really breaks up the flow of the game, especially punishing when you realize you pushed in the wrong direction.
CLIMBING THAT CLIFF... the controls aren't a problem, until that cliff... you have to exactly press left a split-second after jump, so that double-jumping works correctly and you can still make it. And THEN I pushed the block down the wrong direction... And after finally getting the chest up there in the strange room, I jumped down the cliff and landed exactly in that small white pond right beside the save point... and I had to climb up again... Please, also save when opening chests.
But overall, very impressive work.
The environmental animations were spot on. It's amazing what a different the water falling and the movement of the surface of the deadly white lake/pond things can do to create an emotional attachment to the world you're experiencing.
I'm keeping this entry in my "inspiration" bookmarks.
Also your level design is great. There are not many metroidvania games here at LD. I think it is because they need good level design for the whole world and the individual regions. Yours parts fit very well into the whole game.