Star's Requiem by davisan
A 2D platform and space shooter game.
Unfortunately it's unfinished.. I can't conclude the story to explain the theme and explore the evolution of the characters.. but it's ok! :D
Also check these videos made in Saturday
Progress #1: http://www.youtube.com/watch?v=MtMpnA4aeNw
Progress #2: http://www.youtube.com/watch?v=LQSryBqOa8c
08/29 - I added a post-compo version. Includes correction in the text, skip button (space) for the cutscenes, made changes in the level 01 to be more easier, added a level selection and changeg the shooting patterns of the enemies and the player.
Unfortunately it's unfinished.. I can't conclude the story to explain the theme and explore the evolution of the characters.. but it's ok! :D
Also check these videos made in Saturday
Progress #1: http://www.youtube.com/watch?v=MtMpnA4aeNw
Progress #2: http://www.youtube.com/watch?v=LQSryBqOa8c
08/29 - I added a post-compo version. Includes correction in the text, skip button (space) for the cutscenes, made changes in the level 01 to be more easier, added a level selection and changeg the shooting patterns of the enemies and the player.
Ratings
| Coolness | 57% | 3 |
| Overall | 2.59 | 577 |
| Audio | 3.14 | 143 |
| Fun | 2.03 | 674 |
| Graphics | 2.83 | 407 |
| Humor | 1.60 | 541 |
| Innovation | 2.62 | 465 |
| Mood | 3.30 | 100 |
| Theme | 1.84 | 686 |
I liked that it starts with a very dark mood and the different types of gameplay it have.
I suggest to you also put the windows link to the Web, so it would be clear that your game is playable using the browser.
@madameberry: Thanks. Indeed, I didn't have much time to playtest the platform levels, plus i'm a very bad pixel artist.. XD.
@Desi Quintans: I tested only in chrome. I'll check this later, but thanks!
@FrederickK: Thanks! Yes, Now I spent too much time coding. See the statistics bellow. And I need to learn the creation of animated sprites and tiles..
73 text files.
classified 73 files
73 unique files.
19 files ignored.
http://cloc.sourceforge.net v 1.56 T=0.5 s (146.0 files/s, 9718.0 lines/s)
-------------------------------------------------------------------------------
Language files blank comment code
-------------------------------------------------------------------------------
ActionScript 73 718 556 3585
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SUM: 73 718 556 3585
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Guys, I'll check your games very soon! Thanks!
Well.. and to resume the story:
The objective were to prevent the alien invasion. To do that, the characters will evolve collecting a stone (that thing in the dream) at the end of each platform level. This stone give new powers: jump higher, move faster, shoot, etc. Why the aliens would invade the earth? The asteroids are their food.
This is it!
Very good entry.
I have a few comments regarding more specific stuff:
Intro:
At the start I was really into it, but after some time it became boring because of the text speed and absence of a speed-up/skip button.
Asteroids:
Certainly the best-looking part of the game. Controls worked well, but game-wise, there was no difficulty at all. (unless the game was running slow in my computer)
Platforming:
Human character sprites and walking animation were kind of a let-down after the atmosphere you had set up, it seems that you didn't have time to work too much on it, considering how well other stuff looked. As a result, there was a lot of different art styles in the same game... I suggest going for something more simple in terms of graphics if you want to make such a big game the next time...
Gameplay-wise, the acceleration felt kind of odd. There were a few platforms that could only be reached if the character jumped while running at full speed, which was very hard to do when the character was standing on a small platform. Avoiding enemies was also too hard in some narrow passages.
One more thing (though it's just my personal opinion) is that the character's jump was too high for a game with such a serious setting and atmosphere, I think when you go for that kind of mood it's better to make this kind of thing less exaggerated.
Sorry for being too harsh, but the mood and music were so good that it was a shame that the rest of the game wasn't at the same level.
@chambers: Thanks for your comments!
Yeah, I was short of time, so i didn't remember to add the skip button, but now the post-compo version has it!
The asteroids level was just a introduction, to the real thing (level 2). The slowdowns I beleve is due to the garbage collector. I should have optmized this part, because it creates a new sprite for each new asteroid.
Now I corrected one bug in the animation for the player. Now it's a little better.. :) the problem was other part of the code that was changing the animation.
For the acceleration, i tried to reduce to almost zero the horizontal acceleration in the air. But one of my biggest mistakes was the absence of playtesting. If you see the timelapse, there were none at all for that level..
Thanks again for your comments, were very constructive. Next time I hope to find the right balance. And I can't see you game for this LD. Did you make for jam?
I guess a little bit of play balancing and you would have a solid game.
Next time focus more on gameplay if you can, most of the people testing your game don't want to sit through long cutscenes or tutorials on the start of the game.
First of all: The music is really nice.
The intro (and text) is REALLY slow, and the text doesn't contrast much to the background.
I like the mood.
The style's pretty cool but the crazy walking animation is a little too crazy.
You should probably have tried to polish the platforming physics before doing cutscenes and leveldesign, it's really akward.
The level design isn't the best, with backtracking that didn't give any satisfaction.
Is that shooting space bears? AWESUM!
I think this game may have been a little too ambitious. But that's okay. I don't like when people play it safe.
God job.
Cheers and hugs. <3
I also had trouble with the platforming controls what I found more hilarious was that I had thought the characters were wearing blue straight-jackets (like insane asylum patients) so I had a vastly different take on the story than most people.
Overall, fun but needs work :)
But, alas, both gameplay modes aren't really fun enough. The platforming isn't smooth, the shmup-sections are too slow and the texts need to scroll much faster (Besides the spelling and grammatical errors; I played the original version).
Nevertheless, you nailed the 'mood' category.