Chupacabra by Thomas Ingham

[raw]
made by Thomas Ingham for LD29 (COMPO)
Explore the dangerous mines collecting Totems that could help protect you and the town from the Chupacabra!

Ratings

Coolness 37% 1746
Overall 3.08 658
Audio 3.12 329
Fun 2.50 976
Graphics 3.62 276
Innovation 2.15 1153
Mood 3.38 260
Theme 3.46 376

Feedback

Jerick
28. Apr 2014 · 04:47 UTC
This was pretty cool I enjoyed the atmosphere a lot, the controls were a struggle though.
conormn
28. Apr 2014 · 04:47 UTC
Those are some crazy tunnels. Thats a lot of work for a weekend. Good job!
zebi24
28. Apr 2014 · 11:32 UTC
The moving mechanics and animations are a bit off at times, but otherwise I like the game a lot. Very impressive graphics and world design, and I really dig the atmosphere and that dynamic camera!
DarkMeatGames
28. Apr 2014 · 18:33 UTC
Great graphics, sound, and mood! Controls were kind of annoying to use, I gave up after 10 seconds of trying to jump up what looked like stairs, so I didn't get very far.
DragonXVI
28. Apr 2014 · 18:35 UTC
Massive environment and looks great too! Managed 10 totems before fell down a pit :p Camera & Ledge-grabbing a bit buggy, but loads 'o work's gone into this. :D
FyberOptic
28. Apr 2014 · 18:39 UTC
The graphics and audio were well done, definitely contributed to setting the theme/mood. The controls work well when traveling through the caves, but they're a bit awkward when trying to do the platforming elements unfortunately. But with some polish it would be interesting to see where you take it. Nice work!
Khopa
28. Apr 2014 · 18:43 UTC
I had 6 totems when i miserably fell into a big hole.
How many are to be found ?
samooJAM
29. Apr 2014 · 18:02 UTC
Dude nice gfx! And great use of the theme. I know it's not easy to program good camera follow, but it made player control a bit cumbersome. The unlimited jumping was weird but actually quite fun :D. Good job!
LemmingSurvivor
30. Apr 2014 · 02:08 UTC
When in doubt, go left. For some reason that led me right back to the entrance. Confused.

Tank controls were a bit awkward. Camera doesn't really work; while you had a great idea, it doesn't lend itself too well to underground environments and narrow corridors. Lastly, unless the infinite jump was intended, the character's jump needs a bit more oomph. Initial speed should be set higher.

Atmosphere was great. Reminds me of classic platformers from the N64-PSX era.

Good work!
Sparrow
30. Apr 2014 · 12:59 UTC
Nice game. I kinda liked these controls and didn't find them awkward, it's just that everyone is used to mouselook I think. Good job!
atombrot
01. May 2014 · 20:03 UTC
Looks nice and the level is quite big, but the camera and controls feel a bit awkward. I found it cool that you could climb up things.
frickajr
01. May 2014 · 20:12 UTC
I liked the graphics. but the distance from the camera bothered me
camlang
06. May 2014 · 13:56 UTC
Great mood. Nice work.
jujule
06. May 2014 · 20:22 UTC
Very ambitious entry. I felt the controls were a bit sloppy and that made the world a bit too vast to explore.
But still, good job.
mustaine
06. May 2014 · 22:30 UTC
Very moody. At first I hated the camera, but then realized that while it was VERY frustrating it did in fact create this slow panning kind of dread that Kubrick utilized in The Shining while following Danny on his trike to create tension as he rounded each corner. I found myself having similar tension as the camera slowly caught up with my character over time.

Love the descent here, feels like we are going SUPER underground and the audio makes things feel tight and close.

Got stuck at the door without a key though, and died in the water on the way back. Frown.

The wilhelm scream seemed out of place.