Charon by jerombd
LEFT+RIGHT to play
SPACE to start
"You are Charon : you have to bring a soul across the Styx."
It's a (basic) labyrinth with a dozen of rooms.
(edit 12/23/2013)
Post-LD version... with better graphics and SFX!
https://dl.dropboxusercontent.com/u/12598037/Charon2/index.html
If you're lost in the labyrinth, check this 100% spoilers map: http://www.ludumdare.com/compo/wp-content/uploads/2013/12/charon-map.png ;)
SPACE to start
"You are Charon : you have to bring a soul across the Styx."
It's a (basic) labyrinth with a dozen of rooms.
(edit 12/23/2013)
Post-LD version... with better graphics and SFX!
https://dl.dropboxusercontent.com/u/12598037/Charon2/index.html
If you're lost in the labyrinth, check this 100% spoilers map: http://www.ludumdare.com/compo/wp-content/uploads/2013/12/charon-map.png ;)
Ratings
| Coolness | 39% | 1305 |
| Overall | 3.10 | 420 |
| Audio | 2.40 | 551 |
| Fun | 2.45 | 765 |
| Graphics | 4.34 | 19 |
| Humor | 1.82 | 691 |
| Innovation | 3.09 | 368 |
| Mood | 3.52 | 100 |
| Theme | 2.28 | 816 |
Let me explain this:
Each room have 2 exits: to your left or to your right. Each exit can be a dead end (so you can go back to the previous room), or the right path, in which case you CAN'T go back to the previous room. But there are 2 exits at the end of the labyrinth where you can go at 2 previous room (basically , there are loops).
And in two places you will have to find 2 objects to "open" more rooms.
2. The initial audio is a little painful as I was wearing headphones.
3. Whilst I had no idea what the words were written but they fitted the theme and were unique enough to get a rough idea for directions.
Nice little puzzle worth the extra time to figure out. Thanks for making this!
I love this sh*t!
But the game's still really cool.
Excellent work, C2 buddy! :)
@katamori: "It gives me a kind of surreal feeling since the game has no sound effects and almost everything is black." exactly^^
@blackmagic: "it lacks some feedback to give the player satisfaction to progress in the maze." right! I should have added some SFX!
@Diptoman: "Showing an entrance of some sort in the center/ more directions could've been helpful." great idea!
@Jilt: "I took notes" yeah, I think it's the bet way to resolve the maze^^
Is there a hidden meaning to the Latin or is it just for the atmosphere?
@nka: "Not quite sure in what way theme was utilized here" well, this is a labyrinth, with only one final exit. ... yeah, the theme is slightly used here
And I liked the simple color palette and the retro graphics a lot!
This wasn't as hard when I started using those lines to map the labyrinth. Then I was able to navigate (somehow)... xD
Nice music in the beginning.
I found it so special I decided to check out some of your older entries, and I like the stuff you make!
But I have no idea where the them comes in.
Also you're using latin texts on a greek themed game ;-)
@Christina thank you!!
@Moosefly: "At the moment it felt like a warped interactive picture book more than anything." yeah, I wasn't very inspired by the theme :/
Didn't really understood what to do in the game
I think I got, and I actually liked, the forking-maze "mechanic", the problem I had with it was that you didn't really give us a way to effectively "experience it as gameplay". That is, there was no way from one particular scene to guess what the next two scenes were going to be. Even building a mental map— something I am not sure I would have considered super fun, but would have made more sense— was difficult because so many of the scenes were identical and devoid of non-Latin landmarks. Basically, what your design rewards was just trial and error random search until one found the room they were looking for. TBH I did enjoy, in a sort of anti-art way, stumbling lost and hopeless and at best able to tell— sometimes— "oh, I've been here before". But I didn't feel like I was given a lot to do. This is the one thing I would have maybe tried to improve on.
I could not figure out what if anything the harp did. (Did it break the gate in the one room?)
The post-compo version did not work for me. If I have the graphics filter on everything is just blocks. Also the transition animation is MUCH TOO SLOW for a game which rewards lots of trial and error. (And I actually sort of liked the dead silence and voidy emptiness of the original.)
@mcc "The post-compo version did not work for me. If I have the graphics filter on everything is just blocks."
I played the game on Chrome/Firefox/Opera and I didn't have problems :/ But I know WebGL FX (used by Construct2) could cause problems for some browsers, so that's why you can deactivate all the new FX ;)
"I could not figure out what if anything the harp did." !SPOILER! The harp opens a new exit into the Sphynx room !SPOILER!
"Also the transition animation is MUCH TOO SLOW for a game which rewards lots of trial and error." Right! I will put the little musics into the rooms, it will reduce the time spent to look at the transition door animation (.... and yes, it's a hint to Resident Evil^^)
"And I actually sort of liked the dead silence and voidy emptiness of the original." I might consider adding an option to deactivate the musics too!
Thank you again for all your kind and interesting comments!
"...maybe UI-map to assist" I don't think it' useful: after all, if you see the map I just posted into the description, you see this is a very basic labyrinth.
I loved the graphics, they are completely awesome but you should work a bit more on the gameplay design.