The Sun And Moon by Managore
[CONTROLS]
> A+D/Left+Right: move left and right
> W/Up/Spacebar: jump
> L.Shift/R.Shift/Z: action
> Esc: exit to level select/exit to title screen/exit game
> R: restart level
> M: mute/unmute audio
[HELP]
> To beat level 1, collect all three Shinies, then jump into the wormhole.
> To beat level 2, you must use the action button. By holding down the action button, you can enter solid objects such as the walls and floor. While inside solid objects, gravity is reversed and you will "fall" upwards.
> To beat level 16, the exit is to the left.
> To skip a level, press Esc and choose the next level on the level select screen.
[ABOUT]
This is my second Ludum Dare and once again it was a fantastic experience. The Sun And Moon was made in 24 hours using GameMaker: Studio, Photoshop CS6, FL Studio and Bfxr. Please let me know what you think and thank you for checking out my game!
I'm currently working on a post-compo version with many more levels and features including controller support, proper full screen support, way better audio and best times for each level with bronze, silver and gold goals. For updates on how it's going please check out my website and twitter.
Postmortem: ludumdare.com/compo/2014/05/04/the-sun-and-moon-post-mortem/
Interview: csanyk.com/2014/05/interview-daniel-linssen/
Made by: Daniel Linssen
Website: managore.wordpress.com/games/
Twitter: @managore
Coming soon on Steam: store.steampowered.com/app/321560
> A+D/Left+Right: move left and right
> W/Up/Spacebar: jump
> L.Shift/R.Shift/Z: action
> Esc: exit to level select/exit to title screen/exit game
> R: restart level
> M: mute/unmute audio
[HELP]
> To beat level 1, collect all three Shinies, then jump into the wormhole.
> To beat level 2, you must use the action button. By holding down the action button, you can enter solid objects such as the walls and floor. While inside solid objects, gravity is reversed and you will "fall" upwards.
> To beat level 16, the exit is to the left.
> To skip a level, press Esc and choose the next level on the level select screen.
[ABOUT]
This is my second Ludum Dare and once again it was a fantastic experience. The Sun And Moon was made in 24 hours using GameMaker: Studio, Photoshop CS6, FL Studio and Bfxr. Please let me know what you think and thank you for checking out my game!
I'm currently working on a post-compo version with many more levels and features including controller support, proper full screen support, way better audio and best times for each level with bronze, silver and gold goals. For updates on how it's going please check out my website and twitter.
Postmortem: ludumdare.com/compo/2014/05/04/the-sun-and-moon-post-mortem/
Interview: csanyk.com/2014/05/interview-daniel-linssen/
Made by: Daniel Linssen
Website: managore.wordpress.com/games/
Twitter: @managore
Coming soon on Steam: store.steampowered.com/app/321560
Ratings
| Coolness | 100% | 1 |
| Overall | 4.61 | 1 |
| Audio | 3.48 | 157 |
| Fun | 4.51 | 2 |
| Graphics | 4.30 | 45 |
| Humor | 2.44 | 550 |
| Innovation | 4.51 | 3 |
| Mood | 3.91 | 58 |
| Theme | 4.32 | 1 |
good job on this one!
It's fun as hell, super polished, looks beautiful. All in 24 hours. Nicely done, definitely one of the better LD games I've ever played.
I would really like to see it turned into some kind of open-world exploration game, or given a time trial mode. Totally opposite directions I know, but they both sound fun. Just swimming around in the wide-open levels was hella fun.
The bad:
Music is incredibly repetitive and annoying, SFX are loud and grating. Everything else is great.
Running commentary:
L8 is lovely, lots of wide open spaces to just explore and just have fun with some real momentum.
L12 was less impressive, didn't feel like the jumps strung together well.
L14 was good, feels the most skillful so far (vs being easy or just memorization).
Same w/ 15... damn that was actually kinda hard to get all the collectables.
16... kind of an annoying level, feels more luck based.
17... too easy, basically the same as the one where you have to weave up/down but less fun.
18 - like the concept and it was fun, but I think your controls are a little slippery for it
19 - quality
20 - like 12, I feel this one is close to being good but not there. For instance, if the rightmost platform was moved 1 tile to the left, you could jump straight into it from leaping into the cube on at the same height from the platform below. That would be easier than how it is, which maybe you don't want, but it would also flow a lot better, and there are other ways to make it hard.
21 - like this one - I died a lot, but there was never a break in the action where I was just sitting there after a jump didn't allow me to make the next one w/o waiting.
22 - solid, nice flow on the left
23 - hard, reminds me of 16
25 - hard, but I dig it
26 - same.
28 - fuck this level, too hard. Didn't beat it.
29 - Like the design.
@SojaBird: I definitely want to come back to this game and add more levels.
@burgerdare: If you mean level 16, I can give you a hint: Go left!
@7heSAMA: I agree with pretty much everything you've said. Sound effects and music are two things I still really need to work on, but I think I'm slowly improving. Thank you in particular for the running commentary! On reflection I wish I had included more levels that allow you to string together jumps and dives and really flow through the level.
Definitely one of the top games for this LD.
Played it all...
For me it would be fun with a more adventure feel instead of puzzle driven since the speed is so much fun. You could really get some exploration on.
Oh if you need a spoiler/solution for lvl 28: http://i.imgur.com/mpaRZvS.gif
P.S. the following levels suck:
16 - Because the exit isn't obvious or deducible at all.
23 - Because it's doing the exactly same thing perfectly twice.
Probably best theme implementation on whole LD29, in my opinion of course.
Beat game except 16-th level. Can't figure out where the exit.
I got all three sparks. On the left pillar is placed death-saw. Is it mistake?
Also dificulty curve should be snooth. But 48hours, I understand =)
@SaintHeiser: The exit to level 16 is to the left of the pillar! I definitely should have made that more obvious in the level itself but it just didn't occur to me at the time.
The only level I couldn't beat was the 28th one, it was soo hard...
Anyway, I had a lot of fun playing, definitely one of my favorites LD games! :D
Great graphics too btw.
Also, the visuals do a very good job at pointing out hazards, and making a distinction between ground & air, and between being inside either area; it was always easy to keep track of where you are, which is very important for a game like this. The background graphics are also pretty without being obtrusive. The music does get a bit repetitive, though.
I really hope this game ranks high in the end, because it certainly deserves it. Great stuff!
Actual review:
Super meat boy meets invert gravity? Amazing! This game is so fucking solid, graphics are super tight, controls are fucking perfect! The music is kinda meh, but that's allright.. The level design is really fucking great(maybe except for level16)! You fucking win.
ps.
YES! I fucking completed it! Gosh jolly titfuck that was hard! LOVED IT. Thanks for creating this game dude, finding and playing this made my day! I really can't express in words how happy this game made me! :D
Also, it was a good idea to not make it compulsory to beat a level to play the next one as there were seven I couldn't complete. :)
I'm going to keep this .exe and possibly speedrun it.
Featured it in my Ludum Dare showcase video for today. http://youtu.be/HB1A8GTxm5Q
Congrats on making such a fine game!
I just didn't enjoy the screen shake upon death during repeated mistakes.
Beat every level, some really needed a lot of dexterity. When I reached level 20 I was wondering how more was there.
Solid concept, congratulations!
The game's weakest point is definitely the music. By level 30, my ears were begging for mercy, but the sound button just muted everything (not just the music). It's clear that you chose to focus on the "meat" of the game (i.e. the level design) rather than music, which I admire. The problem with rushing music, though, is that it's one of the most easily annoying parts of a game. The game would've been better off and had a more pleasant mood without any music at all.
I also felt a little let down when I beat all 30 levels and nothing happened.
The fullscreen mode distorts the aspect ratio; are you aware of Ultimate Fullscreen, the extension I made to address this problem?
http://ultimatewalrus.com/mmf.php
The music is definitely the one thing I wish I had had more time to spend on. It was one of the last parts of the game I worked on and I was running very low on time and sleep at the time. For the next Ludum Dare, I'll make sure to set aside much more time for the music.
I'm also going to keep working on The Sun And Moon and that includes way better audio. @UltimateWalrus, I've already implemented proper full screen support and I plan to support multiple windowed resolutions as well, but thank you for linking to your extension, I'll check that out, too!