Nut - timeout by van noctar

[raw]
made by van noctar for LD27 (JAM)
Nut is the son of the time god. His father will soon die, to prove he is capable of succeeded him, he must travel space and time to recover the time that "Pedus" were stolen.

This game was designed by a designer game mechanics, a graphic designer, and sound designer.

Enjoy it!

Ratings

Coolness 62% 3
Overall(Jam) 2.73 458
Audio(Jam) 3.20 169
Fun(Jam) 2.31 515
Graphics(Jam) 3.09 338
Humor(Jam) 2.50 262
Innovation(Jam) 2.28 539
Mood(Jam) 2.78 340
Theme(Jam) 3.23 231

Feedback

Epiphane
27. Aug 2013 · 01:13 UTC
Good idea, but it feels really finnicky, which throws off the smoothness and ruins the mood.
Skye
27. Aug 2013 · 04:23 UTC
I like the idea but the actual game needs a bit more work
dancingflame
27. Aug 2013 · 10:20 UTC
The parallax scrolling works really nice, the gameplay is a little too simple and the difficulty is high. Nice work though :)
Rorogamer
29. Aug 2013 · 10:23 UTC
Bon jeu, graphisme et parallax très réussi :p
Tanser
29. Aug 2013 · 12:09 UTC
Nice idea, I love the backgrounds and the sense of perspective. Very good entry, good job. Only thing is that some collisions need a bit of polishing.
🎤 van noctar
30. Aug 2013 · 19:30 UTC
Thanks for your comments. The game is not complete, gameplay and collisions needs work. A future version will be available.
ellipticaldoor
30. Aug 2013 · 22:53 UTC
It doesn't open for me D:
lucidlarva
30. Aug 2013 · 23:16 UTC
Nice. Had a sort of rayman feel to it.
schnerble
31. Aug 2013 · 00:04 UTC
I like the style :) The animations and music are nice. Unfortunately there's a bug on my Linux machine where the characters aren't standing on the ground. Otherwise I think the next thing would be to add more different things to do :)
🎤 van noctar
31. Aug 2013 · 00:32 UTC
ellipticaldoor : if the jar not work, launch the .bat :)
NoahC_
31. Aug 2013 · 00:35 UTC
Graphically, the game is very impressive, however the theme could have been utilized in a bit more of a unique way. The collisions to the enemies is a bit wacky, on top of losing time by getting hit.
Aslai
31. Aug 2013 · 01:40 UTC
la codepage de ce site est errone. Tous les accents ne sont pas correct.
J'adore les graphiques parallaxes, mais je pense que le joueur devrait rebondir après tue les monstres, comme dans Mario.
dalbinblue
31. Aug 2013 · 01:50 UTC
Has a very Dr. Seuss feel to it. The game play is very repetitive though.
🎤 van noctar
31. Aug 2013 · 12:50 UTC
Aslai : "mais je pense que le joueur devrait rebondir après tue les monstres, comme dans Mario." => Non car nous voulions justement que le monstre se fasse écraser d'un coup sec, après c'est notre choix, est-il judicieux? Mais merci pour ta reflexion :)
Rialgar
31. Aug 2013 · 22:18 UTC
I would really appreciate if you wrote English in this community, I can not understand what you are trying to say. (Also there are encoding errors that prevent me from using a translator).

However, your game plays fluently and is quite entertaining. Your graphics make me think there is a story behind it, I would have liked if you told it to the player.
🎤 van noctar
31. Aug 2013 · 23:35 UTC
Thanks for comment :)
Rialgar : The entry has been edit :)
thesunnyk
03. Sep 2013 · 13:09 UTC
This is about the first idea I had for "10 seconds" as well. Mario-style platformer where you stamp on dudes to get time extensions. In practise it doesn't work too well, but I think you guys got about as much mileage as could be had. The fact that hitting the guys without jumping on them cost time felt "right". However, other bits of the physics just didn't feel right. I loved the characters (they're carrying watches or pendulums which is cool) but not the background. The background seemed to bug on me as well, and I'd often be walking on air (?)
manuq
03. Sep 2013 · 19:25 UTC
On linux I get some black squares for the enemies, maybe there are missing graphics? I like the multiplane camera. Keep polishing it!
Frozen Fractal
08. Sep 2013 · 16:38 UTC
I love the sound effects and the stressful music. The physical ground doesn't seem to match the graphical ground though.
🎤 van noctar
08. Sep 2013 · 21:11 UTC
Indeed, a bad match between the physical ground and the graphic ground exist... This problem has been corrected in the new version (the not jam version, it's an improvement)