N . D by davisan
Help Jack find a valuable hidden treasure.
In level 3 and 4, to use the bombs press the 'R' key, but it's not totally functional.
Postcompo ver:
1) Fixed a bug in the double jump after release the rope
2) The camera is now restricted to the game area.
In level 3 and 4, to use the bombs press the 'R' key, but it's not totally functional.
Postcompo ver:
1) Fixed a bug in the double jump after release the rope
2) The camera is now restricted to the game area.
| Web | http://goo.gl/KpZT6v |
| Web (Postcompo) | http://goo.gl/UbVDh7 |
| Source | http://goo.gl/ReM7pV |
| Original URL | https://ludumdare.com/compo/ludum-dare-28/?action=preview&uid=10464 |
Ratings
| Coolness | 60% | 3 |
| Overall | 3.29 | 268 |
| Audio | 3.50 | 85 |
| Fun | 3.23 | 265 |
| Graphics | 3.35 | 284 |
| Humor | 2.29 | 474 |
| Innovation | 2.74 | 610 |
| Mood | 3.12 | 270 |
| Theme | 2.59 | 656 |
Mechanics are really cool but only thing is the ropegun doesn't fire in-air.
And am I hallucinating or are the levels procedurally generated?
I did get stuck in one level where the exit may have spawned in a disconnected chamber, but other than that it plays very well!
Initially the ropegun fired in-air, but I changed because of a bug. I'll fix this, I think this is permitted but the rules, right?.
Yes the levels are procedurally generated. I think I'll post a post-compo ver with an infinite mode. :D
Recorded my first impressions while playing it :)
@DanielSnd: Thanks for the feedback! I'll solve the issues in a postcompo ver. :D
The soundtrack is top-notch. And the grappling hook, man that was a LOAD of fun! Most of the time I was travelling like spiderman, hanging from the ceiling xD
The with the backstory and music, you've created a really good feel to it. Simply amazing.
The levels felt too randomly/arbitrarily arranged (among other things, seeing the pickups sitting above large stretches of lava more often than not seemed clumsy), but maybe zooming out would improve some of that. Might tweak the generative algorithm either way, aiming for more of a coherent or deliberate or at least player-conscious end result.
The graphics are a bit of a mix. Some things are quite pleasant (like the fog / smoke), while other things (like the lack of edging on the ground tiles, or the size ratios between blocks, player, and collectibles) seem crude.
I liked that my health refilled between rooms, but not that my bombs were apparently removed.
It's a great start. I'd like to check out the post-compo version later. For now, though: many other entries to examine.
Well done!