Cellar Rush by Radnen

[raw]
made by Radnen for LD28 (JAM)
Intro:
Welcome to cellar rush! A game all about surviving for only one day. Yep, you get only one day to survive and only one life. :)

Controls:

Use the keyboard keys to run around, or the thumbstick of a 360 controller.

Hit space/A button to swing your sword.
Hit ctrl/B button to drop a trap.

Hit 1 or 2 to change trap.
Hit LB or RB to change trap.

The Team:

Radnen (Andrew Helenius): code, art, sounds
MetalGrunt (Alex Helenius): art, design
DaVince (Vincent Beers): music

Linux and Mac users:

The game runs 100% in Linux, and Mac under Wine. Also, there exists Mac and Linux versions of the game engine, but it's probably too much hassle for a compo game (you want to build an old code base circa 2001 from scratch?)

Ratings

Coolness 40% 1283
Overall(Jam) 3.28 177
Audio(Jam) 3.47 94
Fun(Jam) 3.16 164
Graphics(Jam) 3.45 202
Innovation(Jam) 2.42 414
Mood(Jam) 3.44 110
Theme(Jam) 2.39 387

Feedback

Dmitrix
17. Dec 2013 路 02:52 UTC
I liked the music. What programming language did you make this with?
馃帳 Radnen
17. Dec 2013 路 03:10 UTC
I liked the music too! The programming language for this game is JavaScript (spidermonkey v1.5). Not v8 variant or anything fast, so a very slow language indeed.

Otherwise it was made in the Sphere game engine which was written in C++.
mactinite
17. Dec 2013 路 06:56 UTC
This was indeed a fun game. I hooked up my 360 controller(which was gathering dust) and went to town! I love the art style of the tileset. Gave me those nostalgia feels. ;)
DaVince
17. Dec 2013 路 19:15 UTC
Challenging! Haven't managed to win yet. I like the medieval theme you gave this.

Also, smashing the space bar when you're about to die will very likely make you skip the "You Died" screen. Add a small delay or a different button to return to the main menu?
DaVince
17. Dec 2013 路 19:23 UTC
Also, thanks Dmitrix (and Radnen, of course)!
馃帳 Radnen
17. Dec 2013 路 21:07 UTC
It is beatable, but at the end of the day you are trying for a highscore. :) It was a last second decision to bump up the enemy count from 6 to 12, and boy did that make a difference!
psychomonster
17. Dec 2013 路 23:17 UTC
cool retro game music. Nice art style and funny fighting animation. But the monsters are constantly running straight after you... they are forming long line ^^ Very challenging game.
JohnnySix
17. Dec 2013 路 23:24 UTC
Sphere engine kept crashing. Will try again tomorrow on a fresh boot. :(
JohnnySix
17. Dec 2013 路 23:26 UTC
Okay, it gets bounced by AVG antivirus and has to be added to exceptions to run. :p
auto_suggestion
17. Dec 2013 路 23:47 UTC
Awesome pixelated dark dungeon crawling goodness. Good job!
馃帳 Radnen
18. Dec 2013 路 00:35 UTC
I just updated the game with minor bugfixes and a backstory screen. I don't think this is breaking the rules, the game is largely left unchanged. Keep having fun!
alexc
18. Dec 2013 路 02:40 UTC
I think the game would be better if everything moved a little faster. There's a lot of waiting for characters to reach each other.
loggs2
18. Dec 2013 路 02:44 UTC
Great art and fun game play. I didn't win yet so I'll be back for more later with my controller.
TaleLore
18. Dec 2013 路 02:45 UTC
Pretty cool and pretty hard.
michail
18. Dec 2013 路 20:37 UTC
I like the graphics and audio, but the gameplay needs some balancing - I just stood in one place (not even a corner) and used only sword and I easily won. Anyway, I appreciate the amount of work you put on the details, such as different sword animations on hit and the background music.
DustyStylus
19. Dec 2013 路 17:52 UTC
Great music and nice art style.
Jeremias
20. Dec 2013 路 20:50 UTC
A solid game. It gets very interesting with the traps, but a long time I just ran around in cycles. Did you considered to change the target from surviving a specific amount of time to kill a specific amount of enemies? The sword fighting is also a bit of unfair, because you can't kill them fast enough. Why not lowering the enemies health, but make them more or faster? The music is very (very!) nice. The graphics are good too, but you could make them even more slick (have a look at this: http://indiestatik.com/2013/11/21/game-teaches-30-tricks-make-action-game-feel-better/).
馃帳 Radnen
23. Dec 2013 路 00:34 UTC
Thank you Jeremias, there was a lot more I wanted to add but some time constraints got in the way. I definitely wanted more traps, enemy knockback, enemies that fly, throwing projectiles etc. But the core systems took awhile to code, and I'm still not too happy about some stuff. But definitely these are areas of improvement when I continue this project idea (if it does continue).