One way out by lennaert
There is, One way out, try ande find your way and stay alive.
Avoid traps and dangers.
Be quick .. your light dims ...
Watch for ghosly encounters ... you only live once and there is only one way out.
You only have one life, and we mean it.
If you die ... and restart, you will die again.
If you want to play another "life" use another browser :D
The ghost is a multiplayer haunting function, it automatically hunts a living players level upon death.
Each time you restart the game you end up in another players who is alive his or her level and they will see you in ghost form. Where as you as a ghost see them as living beings.
Sadly, there wasnt enough time fully implement the multiplayer feature where you are able to haunt and taunt other living players physcially (like pushing them in a trap).
There is one way out .... go figure ;)
~~
We worked in a team of 4 ... and a couple hours before the end our host (private) his svn server died on us .. so we had to work real hard with what we had left to get it back together.
In the last hours the exports to webpage took forever right before the deadline (was 2:40 for me and I even fell asleep)
This was some of our team members first time joining ludum.
Avoid traps and dangers.
Be quick .. your light dims ...
Watch for ghosly encounters ... you only live once and there is only one way out.
You only have one life, and we mean it.
If you die ... and restart, you will die again.
If you want to play another "life" use another browser :D
The ghost is a multiplayer haunting function, it automatically hunts a living players level upon death.
Each time you restart the game you end up in another players who is alive his or her level and they will see you in ghost form. Where as you as a ghost see them as living beings.
Sadly, there wasnt enough time fully implement the multiplayer feature where you are able to haunt and taunt other living players physcially (like pushing them in a trap).
There is one way out .... go figure ;)
~~
We worked in a team of 4 ... and a couple hours before the end our host (private) his svn server died on us .. so we had to work real hard with what we had left to get it back together.
In the last hours the exports to webpage took forever right before the deadline (was 2:40 for me and I even fell asleep)
This was some of our team members first time joining ludum.
Ratings
| Coolness | 94% | 2 |
| Overall(Jam) | 3.14 | 239 |
| Audio(Jam) | 2.98 | 239 |
| Fun(Jam) | 2.20 | 478 |
| Graphics(Jam) | 4.27 | 54 |
| Humor(Jam) | 1.92 | 385 |
| Innovation(Jam) | 3.04 | 203 |
| Mood(Jam) | 3.38 | 117 |
| Theme(Jam) | 2.98 | 204 |
I like the art style, though. And the lighting effects are very nice!
2. To have one life forever for a game is not a familiar thing for many players (whilst I do think its a really neat idea).
3. What would be a fair way to counter the permadeath would be if you cause the death of someone e.g. push someone as a ghost into a pit you can claim their body and give yourself another chance at getting a shot of escape. On the other hand, maybe even more interesting if you had to help them escape by lowering things out of their reach and flicking switches in a poltergeist-like way.
4. I definitely think that spawning players as ghosts next to a dead body would be far less distressing for the player (e.g. thinking you're still playing as the explorer when actually you're guaranteed to die.
5. I find the character quite lovable by the way. The smile on his face despite the circumstances and his googly eyes are full of life, obviously contrasted by the cold, shakey image of his dead state. Real good job with that one.
6. Potentially an opening stage of your character entering the cave to introduce the controls followed by a long fall/cave collapse to get them where they need to be to start the game.
7. Loved the art style - had definite vibes of the Mr Skops levels from the original Rayman.
Thanks for the contribution and I'll be paying attention to what you lot produce in the future, real good stuff!
Quite a nice artstyle, it's a shame that I don't get to beat it.
The gameplay is pretty standard, nevertheless pretty good. Thumbs up!
It seems rather hard without some sort of health indicator, and the controls lack a bit of snap to my taste. The mood feels great though.
Perhaps post a warning about that?
GUI feedback would also be good - it was hard to tell where exactly to click.
Then as soon as I got in the game, I got the rainbow wheel of death (on mac) and I couldn't move my character or do anything in game.
Overall, a very nice job!
On the design aspect though, one single life is just crazy.
The player is thrown into a level he doesn't know with almost nothing then a little candle, barely knowing the controls and hardly seeing around its character.
Death is unavoidable in those circumstances.
And it comes quick, and the fact of starting the game again and die directly without any kind of feedback (other than the one in the description on this page, but I shouldn't have had to read this here to be able to understand what was happening; I should have been notified some way in the game, BEFORE getting killed).
I thought it was a bug (added to the fact that the ghost's sprite does not flip).
It's a nice idea/mechanic on an intellectual level, but to play, it's not fun.
It sounds like you've dedicated a massive amount of work into something that was designed to not let the player take advantage of it anyway.
Probably the project was too ambitious, despite being a "big team".
Congratulations, though, on delivering the project you set on delivering in the jam time and especially considering all the obstacles you've had to go through (as read on C2 forum) !
I hope next time you guys will set to focus on making a game that is as attractive for the players as for its makers, and this will be a great game ;)