Papillon by ChevyRay
Felicity is being haunted. She must explore the depths in order to find the power she needs to face an increasingly powerful and menacing foe.
-32 rooms to explore!
-4 special powers to discover!
-5 menacing bosses to overcome!
-5 exclamation points!!!!!
Sorry for lack of sound! I ran out of time. :(
Libraries
=========
- FlashPunk
- TweenLite
Software
========
- FlashDevelop
- Photoshop
-32 rooms to explore!
-4 special powers to discover!
-5 menacing bosses to overcome!
-5 exclamation points!!!!!
Sorry for lack of sound! I ran out of time. :(
Libraries
=========
- FlashPunk
- TweenLite
Software
========
- FlashDevelop
- Photoshop
Ratings
| Coolness | 14% | 1080 |
| Overall | 4.01 | 14 |
| Audio | 1.09 | 618 |
| Fun | 3.65 | 47 |
| Graphics | 4.35 | 19 |
| Humor | 2.27 | 298 |
| Innovation | 2.76 | 411 |
| Mood | 3.65 | 45 |
| Theme | 2.73 | 436 |
Yeah I'm thinking of putting in sound as soon as I find somebody to do it. :)
I tried for 15 minutes straight but the dash move just doesn't work sometimes! Will probably try again later. Great job dude!
However...there's a very good reason why Ludum Dare entries are never as big in scale as this game. The 'finishing touches' are more than just nice extras. The problems with this game are all minor, but all those minor problems (utter lack of sound, control issues, occasional dull moments, wildly varying difficulty) combine for a frustrating play experience.
Gameplay-wise, it's a strange mix of sheer fun, utter boredom and pure frustration. Though there are very interesting parts in the game (notably the bosses, the first times you use the reflect ability and the butterfly backtracking), they are surrounded by dull platforming/backtracking parts with either no challenge or only the kind of 'challenge' that feels lame (fireballs appearing out of nowhere as you land, stray bullets requiring you to stop every second or have a small chance of suddenly dying), worsened by unresponsive controls (like the time gap after landing when you can't jump or dash for a moment).
A very significant source of frustration (to the point where it felt like a chore to continue playing and I strongly considered quitting (if I were only a random player and not judging the game for LD I'd have quit at that point)) was the unresponsive dash ability during the laser boss. While the boss is awesome the first couple of times, it quickly grows beyond frustrating as you die over and over again due to your character not dashing despite having clearly double-tapped the arrow key - which instantly kills you at the boss's later stages. This single element causes all the enjoyment being had to come screeching to a halt.
Another issue is the varying difficulty: it happens multiple times that a challenge later in the game is easier than challenges all the way at the start of the game, making the "challenges" more "chore" than "challenge". This is accentuated by the utterly underwhelming final boss fight, which I managed to complete on my first try with more ease than any of the other bosses.
Graphics-wise, this game is amazing. Everything looks all polished and shiny, all the animations are ridiculously smooth even compared to non-LD games, and the level art gives off a nice atmosphere (which really, really should have been accompanied by background music to truly make it atmospheric).
I am not entirely sure what this game has to do with the theme at all, though. If you manage to give a convincing explanation I might be able to give some more points, but right now the proper score seems to be 'utterly and completely unrelated to the theme'.
As a developer, I love this game. You really did some amazing things for a 48-hour contest, and there's tons of potential in there. But as a gamer, I don't care about potential that's not realized. This game feels unfinished and has major flaws, making it simply not very fun to play.
The visuals are lovely. I especially loved the lava pits. You can see the seams of the level tiles because of the missing inside corner tiles but that just stems from trying to get it done in 48 hours. The tileset is lovely.
I found Boss 4 to be much harder than Boss 5.
I discovered one defect where if Felicity caused a block to fall, that was over a transition pit, Felicity would then stand on the block that is at the bottom, just off the screen. You could not initiate the down room transition any more. Not a big issue as I could jump out of that pit at that one point.
I enjoyed playing this. Great job.
(If you're interested, you can hear examples of my music at http://tindeck.com/users/VDZ.)
pretty bummed, but at least i got an end screen in there, too bad it bored you so bad.
wanted to do something more ambitious than my typical shittyass game
Last LD I also made an impressive but unfun game (http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7284, it was a persistent world online multiplayer building game). It really helped me discover my limits, and this LD I made something that I'm actually satisfied with (http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=7284) (though I did go slightly over my limits, leading to some last-minute additions, a lack of interesting TRAITs (I had much more interesting ones planned) and no direct multiplayer).
That's one of the things that makes LD so awesome. If you're ambitious, you learn things you wouldn't otherwise learn, and that allows you to make something significantly more awesome next time.
I won't be so cruel as to say it has "nothing to do with the theme", but it would be nice if the bosses felt a bit more like natural continuations of each other (one case being Boss 2 -> Boss 3)
What is often missed in Metroidvania type indie games, and in this game, is a feeling of coherence and place to the environment. This can be as simple as keeping all the fire-based obstacles separate from the technology-based obstacles, or by varying the types of platforming - knobbly floors and falling blocks in one area, boxy cavities and lasers in the other. It is, after all, a genre of exploration, and what is exploration but a change of scenery?
But the game needs more innovation.
However I loved the game as a whole - the graphics were superb, and I thought the concept of an evolving boss monster was pretty awesome. The selection of powers overall was well thought out, although I really disliked backtracking everywhere only to find I was still missing a butterfly or something.
Still, fantastic for 48 hours!
Awesome artwork. I loved the evolution of the boss. The dash was hard to operate in a precise way, but I eventually got it. Really wish there was a simple somber melody in the background. All in all a great job.
In addition, it had some neat gameplay, sufficient variation, and a solid take on the theme. Good game.
Jacic: Yeah it's too hard, post-compo version will have LOTS of difficulty tweaks :P didn't have time to playtest a stupid metroidvania game haha.
Some of the platforming was a bit overly harsh for me. But then maybe I'm a lightweight these days.
Really missed sound though :( I hope you'll continue and add some in.
While sound and music would help IMMENSELY with immersion and atmosphere, it was still quite fun without those things. I did get kind of stuck a couple times and I ended up doing a lot of futile back-tracking before realizing I had just missed something obvious, but that's just how it is with me and Metroidvanias sometimes. Although it's not a huge game, a map might have been a worthwhile addition, or maybe just some more variation in the look of the different areas.
Anyway, great job over-all. Definitely the best entry I've played so far.
I may see what i can do with flashpunk in a near future :)
Overall: phenomenal. Beautiful. Smooth. Interesting. Unfinished but FAN-FREAKING-TASTIC regardless.
(This game has both 'good' and 'bad' backtracking; there are very obvious parts where you already know exactly where you have to go, what you have to do and how you get there (such as at the beginning where you go in one direction, go back all the way in the other direction, then go back to the original direction again, all linear), but the butterfly collecting makes you explore, trying to find places you weren't able to access before.)
It really really wants audio :P
If you added sound, it would be _perfect_!
The difficulty is insane, in a good way. I almost cried of happiness when I defeated boss 4.
This game makes me wonder why don't we have a "Polish" category yet, instead of this Mood crap.
Overall, if wasn't the audio, it would be perfect.
raarlac: I agree 100% that a "Polish" category would be awesome and fit Ludum Dare super well (but of course i'm biased, because Polish is the only thing I'm good at)
Anyway, I liked what I saw. Those monster bosses were freaky looking. Good job!
People talking about judging "as a gamer"; I don't personally understand that. If you make games or have made games, you can't get back to experiencing them as a "pure" gamer; you notice the craft, whether you want to or not. So, high marks for everything except for maybe pacing, and I know you already know how to fix that.
I kept the game open for about a week in a tab in my browser as I couldn't defeat the laser boss and had to keep trying now and then; eventually managed to complete it.