Astral Offset by bytegrove
Timelapse: http://youtu.be/j0HmuHKOBvU
Steer - W/A/S/D or Arrow keys
Sword slash - Left Mouse Btn / L Ctrl
Move crate - Right Mouse Btn / L Alt (recommended in webplayer)
You can also play using an Xbox 360 gamepad or similar:
Move crate: A | Sword slash: B
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I didn't manage to implement a tutorial on time(might add it in a postcompo version based on feedback. The following are some hints on how to play the game, as it might be a little confusing:
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I wanted to incorporate the theme in the gameplay somehow. I decided to try to create a game in which you have two representations of the game world.
In Astral Offset you play in a 3d world while overlooking a simple minimalistic 2d world as well; the "astral plane". Pay attention to what happens in the astral plane and what effects it has as you play the game.
More info here:
http://www.ludumdare.com/compo/2013/04/29/astral-offset-mini-post-mortem
Potato enemies can be killed with the sword, the astral beings however must be defeated in their plane of existence.
Keys are scattered around the world and you'll need all of them to win, enemies drops keys as well. Crates can be pushed around or beamed as energy to the astral plane by slashing them with the sword.
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Found bugs:
* Sword slash active even though animation has stopped.
* Teleport cubes/crates sometimes get stuck far away from the player(feels like the camera controls them).
* More than one teleport cube can be slashed at the same time, and none is returned on hit(game breaking).
Feedback:
* Add mouse lock
* Improve depth perception/avoid dizziness
* Sword combat weird/hard/glitchy, maybe add auto targeting+ranged weapons?
* Tutorial to better explain concept
* More content :)
Steer - W/A/S/D or Arrow keys
Sword slash - Left Mouse Btn / L Ctrl
Move crate - Right Mouse Btn / L Alt (recommended in webplayer)
You can also play using an Xbox 360 gamepad or similar:
Move crate: A | Sword slash: B
--------------------------------------------
I didn't manage to implement a tutorial on time(might add it in a postcompo version based on feedback. The following are some hints on how to play the game, as it might be a little confusing:
--------------------------------------------
I wanted to incorporate the theme in the gameplay somehow. I decided to try to create a game in which you have two representations of the game world.
In Astral Offset you play in a 3d world while overlooking a simple minimalistic 2d world as well; the "astral plane". Pay attention to what happens in the astral plane and what effects it has as you play the game.
More info here:
http://www.ludumdare.com/compo/2013/04/29/astral-offset-mini-post-mortem
Potato enemies can be killed with the sword, the astral beings however must be defeated in their plane of existence.
Keys are scattered around the world and you'll need all of them to win, enemies drops keys as well. Crates can be pushed around or beamed as energy to the astral plane by slashing them with the sword.
--------------------------------------------
Found bugs:
* Sword slash active even though animation has stopped.
* Teleport cubes/crates sometimes get stuck far away from the player(feels like the camera controls them).
* More than one teleport cube can be slashed at the same time, and none is returned on hit(game breaking).
Feedback:
* Add mouse lock
* Improve depth perception/avoid dizziness
* Sword combat weird/hard/glitchy, maybe add auto targeting+ranged weapons?
* Tutorial to better explain concept
* More content :)
Ratings
| Coolness | 74% | 3 |
| Overall | 3.10 | 634 |
| Audio | 2.84 | 468 |
| Fun | 2.68 | 835 |
| Graphics | 3.43 | 296 |
| Humor | 2.10 | 648 |
| Innovation | 3.57 | 224 |
| Mood | 3.04 | 440 |
| Theme | 2.38 | 1301 |
It feels kind of like playing two games at the same time, where you have this astral, calm world and the more action filled grounded world. I like the concept although I fail to see a relation to the theme.
I also feel that I grasped the concept after quite some time, and would have hoped for a few more levels as a reward! :)
I absolutely adore your art style and the perpective, especially since it's even relevant to the gameplay. The potato monsters are a little annoying in that they almost always seem to get two hits in before you can kill them, but it becomes manageable after a few tries.
I guess like always it's important to read the instructions that come with the game but it took me a while to figure out how to kill the box moster thingies. A real cool idea for that, though! Now we want MOAR CONTENT!
Shigor: You don't actually _go_ to the astral world, Diamonde is talking about the box monsters coming down from the sky.
The astral enemies that appear from the sky can't be killed directly with the sword, you must kill them in a different way.
I like the vertical scrolling, pretty cool!
good job :p.
Pretty neat trick how you got it to look like you're running around an endless cylinder.
This is an ironic epopee to find the essential key of life using astral travels, like our dreams? cool!.
I ran out of things in this world, no keys, no doors, no potatoes, no nothing, an empty , void world, just running around XD
I like the idea of walking in a continuously generated world, with dangers lying in wait for us, the key (essential) things of life are hard to know and understand.
Movement mechanic looking fresh and awesome!
Anyway, that's just a minor gripe, pretty fun and very interesting looking game overall.