the BRINK by radmars

[raw]
made by radmars for LD25 (JAM)
the Brink.
arrow keys to move
x - weak attack
c - strong attack
v - dash

break the orbs to progress~
watch out for that doctor!

Team RADMARS:
Brendo - level design / level painting
Adhesion - programming / music / sfx
emarcotte - programmin'
spacemars - art / level painting
tokken - art

Ratings

Coolness 100% 1
Overall(Jam) 3.95 10
Audio(Jam) 3.98 14
Fun(Jam) 3.67 20
Graphics(Jam) 4.52 10
Humor(Jam) 2.70 143
Innovation(Jam) 3.12 115
Mood(Jam) 3.89 16
Theme(Jam) 3.77 67

Feedback

loren
18. Dec 2012 · 02:58 UTC
Loved this, will be playing it more for sure. Great job with the sprites!
zerebruin
18. Dec 2012 · 03:26 UTC
Excellent atmosphere & good gameplay. The read hearts are *really* annoying :D
RobKat
18. Dec 2012 · 16:02 UTC
I want more! Seriously got immersed in this game, want to know what its all about, the music really highlights the character and man are those hearts annoying, good though:D
arch.jslin
18. Dec 2012 · 17:08 UTC
Amazing game. Feels like there's so much more to it.
netmute
18. Dec 2012 · 20:27 UTC
This is beautifully executed on every level. I almost felt like sitting in front of my SNES.
zeh
18. Dec 2012 · 20:45 UTC
Another masterpiece. Bravo.
Sestren
19. Dec 2012 · 02:07 UTC
The sound of the hearts dying was annoying at first, until I realized you could stun them and dash past. Really fun game, and brilliant graphics and sound. The final boss was strange and creepy. Loved the game.
Husky
19. Dec 2012 · 13:04 UTC
Amazing! I love the game!
The art style, animations, system, and the ending!
Really impressive, good job!
mokujin
19. Dec 2012 · 18:10 UTC
Best pixel-art game i seen at this competition! Excellent!
MadBill
20. Dec 2012 · 02:23 UTC
These guys are the bestest.
AhNinniah
20. Dec 2012 · 19:43 UTC
Very beautiful and interesting game! A bit hard for me, but still it's great!
SaintHeiser
22. Dec 2012 · 05:40 UTC
Strange game. Visuals are looking cool and music is good. but I can't figure out what I need to do in this game. I'm break all violet orbs and what? Red orb is locked...
Good work anyway =)
Starspell
23. Dec 2012 · 00:21 UTC
Beautiful game. Got a tad annoying in places with the hearts and walking near corners, felt a little clunky too - but these are all nit-picks.

Nicely done.
someone
23. Dec 2012 · 00:24 UTC
Very nice.
Seemed a bit glitchy for me, and the orbs were still collidable after they were destroyed.
ramoncb
23. Dec 2012 · 00:25 UTC
awesome graphics and a very smooth gameplay, very polished!

I hate those happy hearts xD
awppy
23. Dec 2012 · 00:33 UTC
The music kept cutting out on me in stage 2 and stage 3. After about 20 seconds or so, it'd just stop.

Took me a while to really figure out what was going on, and the lack of direction made it feel like I was wandering aimlessly until I started to learn the level layouts.

I have to give credit to the visual design. They way you start out on the clouds, then make your way into what I thought was a hospital gone wrong, to the final area, to the ending - it put EVERYTHING into perspective and wow. I didn't think about what I was doing until I was done, and by then it was too late.

Very potent.

Also the kick animation is adorable. Bunch of happy little hearts clinging to you. So satisfying to kick them away. Piss off! Needed more knockback, though.
krutech
26. Dec 2012 · 00:49 UTC
Great tiles and sprites. Cool game.
Mesene
26. Dec 2012 · 01:04 UTC
Nice art and gameplay :) I enjoyed it!
BNeutral
28. Dec 2012 · 06:35 UTC
Amazing
ArkadyDracul
28. Dec 2012 · 11:43 UTC
Not bad
rvmook
28. Dec 2012 · 18:15 UTC
Very complete and impressive game.
Jeremias
28. Dec 2012 · 19:18 UTC
Interesting use of the theme. Perhaps destroying private objects of the man who fights the death instead of orbs and important places of his life instead of cloud worlds? Like you did with the hospital.

Nice atmosphere made by the lovely graphics, sound effect and music. Really good job.

Sadly it gets a bit too easy, if you always push the keys for the strong attack and the dash simultaneous.
Van Merwan
28. Dec 2012 · 21:44 UTC
Maybe you should add a little power-up progression because I found it slightly repetitive. But maybe I ask too much because the rest is absolutely amazing.
Zelen3d
28. Dec 2012 · 22:41 UTC
I played to the end, and now I feel bad. Good job with the sprites. they are magnificent.
RosyPenguin
29. Dec 2012 · 04:29 UTC
Just beat the game! A massive amount of content, very well done.

That many-armed boss was a bit annoying when he would paralyze you with his shot and you were surrounded by hearts; it made moving near impossible unless I spam the dash button repeatedly. Also, I kept wanting to hit spacebar which would scroll the webpage down.

Otherwise, amazing gameplay. The music, art, and setting worked really well to set a mood and tell a story. Wonderful job!
tonithy
29. Dec 2012 · 10:29 UTC
Wow. Realized what I was doing when I beat the game. Definitely felt some kind of way. Awesome game. Well implemented and great graphics. One thing, when in the room with the final boss, I was surrounded by hearts and I almost got locked in stun because of his high rate of fire a couple blond heads and all the hearts. Can get to be too much if enough follow you.
Gareth Jenkins
29. Dec 2012 · 11:13 UTC
Fantastic stuff -- first use of the theme that both simple and well done. Love it.
Joseph Miller
31. Dec 2012 · 00:59 UTC
Astonishing game. Really superb. The level design was awesome, though sometimes I felt myself backtracking quite a bit. The art design and graphics as great as was the sound. This really felt like a great jam game in that it clearly allowed a huge amount of great content to be made and put together in a really focused way.
zenmumbler
04. Jan 2013 · 10:04 UTC
Very nice full game design with end-boss and sad conclusion. Music, play style and art reminds me of good SNES era games. If you can expand on this later can you add 1 or 2 levels at the start to get used to things? Right now you're kind of thrown right in the middle with no explanation (also like SNES era games). Brilliant entry, well done.
SiENcE
04. Jan 2013 · 10:22 UTC
Nice to see a melonjs game. Last LD i also made one. Great gfx and the music fits well. Gameplay is also nice. Reminds me on Binding of Isaac :).
Mase
04. Jan 2013 · 19:31 UTC
I enjoyed swatting away enemies and using the dash to move around. I could've used a radar or something. . . I lost 100 seconds backtracking to find a purple orb in the third level, and as a result lost almost instantly when I reached the boss. I realize that radar would lessen the searching/exploration aspect of the game, but maybe some kind of balance could be reached, like if after 20 seconds an arrow points to the nearest orb.
Gungnir
05. Jan 2013 · 08:41 UTC
Good atmosphere, great visuals and cool use of theme. Every enemy is extremely annoying. I wasn't quite lear why movement speed was reduced in some cases. The immunity period after damaging enemies seemed excessive, and removed the opportunity to really lay into them with those sweet attacks. Raining punches on the orbs, on the other hand, was extremely satisfying. Wish the tumor explosion wiped out surrounding enemies.
Jiggawatt
05. Jan 2013 · 18:15 UTC
Seemed a bit glitchy and laggy. I like the presentation, the audio in particular feels like it really adds to the atmosphere, rather than being a "necessary evil".
azurenimbus
06. Jan 2013 · 21:17 UTC
Fuck, only 72 hours and you made this?

Really polished experience. I felt after a while it does get a bit repetitive, but so did most of these games back in the day (and today) :D so it could just be my personal taste.

The concept is great, and the execution is pretty damn near flawless. I can only imagine what you'd be able to accomplish in a post-compo version.
kato9
06. Jan 2013 · 22:50 UTC
Really nice polish on the look and feel of this one. Wonderfully bizarre setting and art direction - and it all made sense in the end.
SonnyBone
06. Jan 2013 · 23:26 UTC
RadMars logo is rad. Loved just about everything about this. The red hearts were very bizarre. Couldn't understand why some seemed to die with two shots and others took a million. Strong attack didn't seem to hurt more, just had more knockback. Great sprites, nice audio, and great interpretation of theme! SOLID WORK!
Rex Peppers
07. Jan 2013 · 14:15 UTC
Nice job!