Blue Harpoon by FrederickK
Did my best to make the music, but if you don't like it, you can mute it pressing M.
How to play: It is reccomended, but not neccessary, to use a controller, it can be played well with keyboard too.
Z,Up,Fire1 - Jump
X, Fire2 - Throw the harpoon
Objective: The harpoon it is your only defense against the monsters but, when you throw it, you have to get it back.
It is a score game, challenge yourself to see for how long you can survive! :)
Made with Unity3D, Lmms, Graphics Gale and my many thanks to the author of this tool http://spritesheetpacker.codeplex.com/, help me a lot!
Edit: Added an after comp build with somethings I want to add and some bug fixes.
Edit: Remember to play the comp version too! That's the one that I should be rated of.
Features of the Updated Version:
1.1 - Due many requests, before the monsters are spawned, there is a particle indicating where it's going to be summon.
1.3 - Many, many changes, remember to play the comp version too!
Changes:
- Added Unity-chan http://unity-chan.com/ . Can you find her?
- Added some sounds.
- The game gets harder as the time goes, as it should.
- More particules, yay!
- Added some frames to animation to some characters.
- Master is the highest rank that you can get. If you do, you will be reward with a barrier that will block one damage.
- Fixed some bugs, most of related to character movement.
- The harpoon will come back to you when you is near of it.
How to play: It is reccomended, but not neccessary, to use a controller, it can be played well with keyboard too.
Z,Up,Fire1 - Jump
X, Fire2 - Throw the harpoon
Objective: The harpoon it is your only defense against the monsters but, when you throw it, you have to get it back.
It is a score game, challenge yourself to see for how long you can survive! :)
Made with Unity3D, Lmms, Graphics Gale and my many thanks to the author of this tool http://spritesheetpacker.codeplex.com/, help me a lot!
Edit: Added an after comp build with somethings I want to add and some bug fixes.
Edit: Remember to play the comp version too! That's the one that I should be rated of.
Features of the Updated Version:
1.1 - Due many requests, before the monsters are spawned, there is a particle indicating where it's going to be summon.
1.3 - Many, many changes, remember to play the comp version too!
Changes:
- Added Unity-chan http://unity-chan.com/ . Can you find her?
- Added some sounds.
- The game gets harder as the time goes, as it should.
- More particules, yay!
- Added some frames to animation to some characters.
- Master is the highest rank that you can get. If you do, you will be reward with a barrier that will block one damage.
- Fixed some bugs, most of related to character movement.
- The harpoon will come back to you when you is near of it.
Ratings
| Coolness | 85% | 2 |
| Overall | 3.00 | 491 |
| Audio | 2.79 | 354 |
| Fun | 3.07 | 352 |
| Graphics | 3.73 | 154 |
| Humor | 2.00 | 597 |
| Innovation | 2.67 | 648 |
| Mood | 2.79 | 477 |
| Theme | 3.63 | 113 |
I miss just one thing, one warning were enemy will spawn, I die a lot of time cause some monster just fell of on my head XD
And great graphics ^^
I like the game design, but maybe the time bewteen the monsters respawn is too long.
I also damn you to make some great graphics.
Very nice job, the controls were very smooth and I like that you can block the enemy projectiles with your harpoon. Good audio and eerie mood as well.
One problem arises however when one of the big guys spawns on top of your dropped harpoon, making it impossible to retrieve it.
My best score was 46 seconds, but every time I died it was because a monster spawned in my face, so mostly I had to learn where not to stand, and still it was a matter of time. I see that this was updated post-compo, so that's a good idea!
Could not jump? Strange, I made first with a XBox controller too.
You tried the A button?
I was going to complain about being killed by monsters spawning over me, but I see that you already fixed that. Not only that, but you made the game get harder over time...
Nice fixes! Now I have almost nothing to note on the compo version... XD
Well, here goes my two cents: try to keep a consistent art style through the sprites.... The Background and the monster that fires fireballs, for example, aren't matching the style that much... (though the platforms are nice!)
I really really like the concept of having to retrieve the spear, and also, for some reason (maybe the bullet speed), shooting it is very gratifying, and even more when you hit the monsters.
Agreeing to some darers' feedback, I think the spawn time between monsters is a little too long (see how frantic Super Crate Box gets, I think it might be a good reference in that regard), and also it really is essencial to somehow protect the player from having a monster spawning overlapping to him when he's getting the spear. Maybe you could make that the spawn point closest to the spear becomes inactive until the player gets the spear back, and then add more spawn points to avoid losing the surprise element of having a monster spawning just beside you (but not over you)?
Other than that, I'd definitely suggest a huge decrease in game resolution! Not that pixel art is necessarily the only way to go, but because of the lower resolution, the same level of production (time invested in making graphics) results in a more balanced sense of polish. Basically, if you have to rush to put anything graphical on the game (impact splashes, particles, new props, etc), even if you can't spend too much time on it, it will end up blending naturally better with the rest! It might also save you some time to code particles and sound feedback, which always help giving a greater sense of control.
Anyway, congratulations once again, your game is really stylish and fun to play! High rates! :D
Amazing game overall! Keep it up :)
@GFM
Lack of time. :P
Didn't made in time make everything as detailed as the platforms so it happened, something to be in mind next ludum.
@Gabriel
Super Crate Box was one of my references! But you right, maybe it takes too long the enemies to be summon, even for the start. The idea of deactivate the spawn seems very interesting!
About the decrease in resolution, yeah, I thought in doing. I wanted to add more details but I think like this it would be better in general.
@Jupiter
Hey! Thanks for doing so, I feel honored! :)