Casual Friday by TheWhiteLlama
My first Ludum Dare Game! You are this blue haired small dude trying to get through an endless row of levels and you have to get rid of your mad coworkers. At the end of each level, you are confronted with one decision! Will you survive? You only get one choice! - Casual Friday by TheWhiteLlama
known bugs:
- npcs within certain circumstances can be killed with one hit
- blocking and attacking don't work correctly sometimes
- azerty keyboard layout doesn't work fine
fixed bugs:
- gravity doesn't change enough for a noticable effect on gameplay
- 2 or 3 identical choices at the end of a level
- npcs got stuck sometimes
- main character could get stuck when to slow
- levels can't be won just with mousemashing anymore ;)
known bugs:
- npcs within certain circumstances can be killed with one hit
- blocking and attacking don't work correctly sometimes
- azerty keyboard layout doesn't work fine
fixed bugs:
- gravity doesn't change enough for a noticable effect on gameplay
- 2 or 3 identical choices at the end of a level
- npcs got stuck sometimes
- main character could get stuck when to slow
- levels can't be won just with mousemashing anymore ;)
Ratings
| Coolness | 96% | 2 |
| Overall | 2.89 | 598 |
| Audio | 1.48 | 754 |
| Fun | 2.69 | 623 |
| Graphics | 3.71 | 158 |
| Humor | 2.36 | 437 |
| Innovation | 2.44 | 786 |
| Mood | 2.25 | 822 |
| Theme | 2.68 | 597 |
Attack range or other combat-related options would be a nice mod option to have (maybe those came later). Motility limiting choices seemed to be either unnecessary (shortened jump height can be overcome by walljumping) or suicidal (being caught on stairs and being slow is fatal).
1. I can just click to win through this game. As long as I continue to mash the click button, I can't be touched, which kind of spoils the challenge of the game.
2. To my delight and amusement, I could continue to hit corpses after they were down. That's not a knock on your game, as it thoroughly entertained me.
3. Some of the power-ups you get to choose seem arbitrary. I could either choose to move 1.5 faster, or 1.3 faster (I'm not even sure what that means), and they both cost 1 heart. So obviously I'd choose the one with the better pay off.
4. Is there any way to get past level 4? If I'm correct, you have to choose a power-up at the end of every level, and in doing so you lose 1 heart container every time. That being the case, I spawn already dead on level 4. Is there any way to avoid this?
Anyhoo, to end on a positive note, I'll once again say that I enjoyed the art style, and the fact that I could carry corpses along with me by slapping them down the hall provided me more than enough entertainment to keep me playing for a while.
I will shortly go through each comment and I'll make little statements.
@wespaugh:
Thanks! Nice to hear, that you like my rigging and animation work. Honestly I've to say, that I think I maybe spent a little bit too much time on the riggin+animation. In the last minutes I really needed the time I spent too long on character-design.
I will keep improving the game, even if it's not chaning the ludum dare submission. Variable/modable attack range and combat related options were planned, but I hadn't enough time before the submission ended :(
@gusanolocovg:
Thanks for the positive feedback. I also had those bugs, but I still don't know excactly where they are comming from. I will try to fix them in the near future.
@ColeSlawGames:
Haha :D I also think that it looks similar. After finishing the game it also a little bit of some namco games I played in the past.
Yeah, there's still a huge lack of complexity of controlling the main character, I will add new features to the game very soon. I totally ran out of time in the last hour...
The ability to hit corpses was actually not planned, but the game mechanics already worked so far and it was kind of a nice feature, that I intentionally keptin the game.
The decision ability at the end of each level was one of the last things I implemented. I planned to make the random generated decision panels more diverse and balanced, but due the pressure of time I just made a kind of "as simple as possible" solution. I will also fix that soon!
Yeah, there totally should be a way to get past level 4. Because of the randomness of the decision at the end of each level, it always can be, that you just get heart-losses at the end. As soon as there are more options you can chose, the surviving of the levels will be much easier. Maybe the probability of getting a heart-loss is a little bit to high at the moment :/
Thanks again for your nice and detailed comment!
@rincewind_cz:
I have to get a look on your game. Thanks, that everyone of you actually likes the style :)
As soon as possible for me, I will get rid of the monoton-gameplay by adding new stuff and features ;)
Thanks to all of you!
greez,
TheWhiteLlama
Until I read the comments, I didn't understand that you could click fast enough to beat the enemies. It would be nice if you got a little break each time you lost a heart - a bigger pushback, or temporary invulnerability. Most times I was just killed immediately.
@JoeProgram:
Thank you so much! It was not that easy to get the organic-animations to work the way they do now :)
@mtrc:
Thank you too! That were some nice words to read!
You can overcome the bug with the jumpHeight by jumping and running against the block. Looks a little bit like climbing the block (But honestly: it's a bug ;) But you can use it to succeed anyway :D )
@qbicfeet:
Thank you very much!
@disdanes:
Also a great thank you to you :)
@Gravity Games:
I will try to fix the bugs you and me noticed, I hope this will make the game much more enjoyable! :) In the next version I'm going to add music, sounds and different roomtypes / tiles / enemies
Hehe, yeah the thing with the jumpheight is actually is a huge problem. But you can overcome it at the moment by "climbing" the blocks by running against them and jumping as fast as possible ;)
Music will be added in the next version of the game which I won't update for the compo itself. But I will post an external link for the newest version. You also can follow me on twitter for those news.
@CaptainKraft:
Thank you very much! Yeah this bug is really annoying :D But I still don't know where it comes from... I will fix it. I promise :P And I am going to add new content and features
@Spelchan: I think the concept of a guy who's beating men in suits just came by the fact that in the beginning I didn't really have a plan :D The good ideas came up while programming, so first decisions and ideas stayed in the game because I had not enough time :P
@robhor: Yeah, some concepts of the game did I fear, because I knew that some of them could cause problems like button-mashing or the problem with the jump height... I think if I had more time it would be way better now :D I will fix those things in a ludum-dare independent version :)
@loxo: Haha yeah, I will rebalance the stuff a little bit I think :) I don't know excactly, what I may change by "typos" and what not... will have to think about it. But I will change many stuff on a ludumdare-independent version :)
@OrangeeZ: Thank you very much! I will also fix them asap.
What I can say though is that the visuals are very sweet. Absolutely lovely characters.
@ShellfishGames: Oh, yeah after the bugfix that the NPCs could be defeated too easily, they're too hard to defeat now...
@iiechapman: Thank you for your feedback :) And thank you very, very much for your efforts on exporting it to windows!