Advancer by Knighty
The concept of the game is to evolve the game itself. The games complexity, the graphics, and your abilities improve as it evolves.
~Controls~
Left/Right Arrows - Move
Up Arrow - Enter doors
X - Jump
C - Attack
~Controls~
Left/Right Arrows - Move
Up Arrow - Enter doors
X - Jump
C - Attack
| Web | http://dl.dropbox.com/u/6822849/LD24_Knighty.swf |
| Source | http://dl.dropbox.com/u/6822849/LD24_Knighty_Source.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=3733 |
Ratings
| Coolness | 45% | 641 |
| Overall | 3.87 | 27 |
| Audio | 3.17 | 136 |
| Fun | 3.62 | 53 |
| Graphics | 3.83 | 88 |
| Humor | 2.55 | 219 |
| Innovation | 3.47 | 131 |
| Mood | 3.32 | 97 |
| Theme | 4.04 | 27 |
The most frustrating part was the collision. The player was easily hit by enemies, but the range of the attack was so small that attacking without being hit was rare for me. This was especially frustrating in the castle where some platforms were so small the enemies were unavoidable.
Altogether, I had fun and felt challenged.
NICEEE Although kind annoying not being able to move whilst fighting
If you decide to push this idea, I'd like to have better balance between the evolution states. Here the last part was much longer than the others. I'd also like too see more interactions between evolutions, for example go back one step, or a possibility to influence the next stage of evolution from the previous one, a little bit like in Ocarina of Time, but with more layers and more often.
I definitely enjoyed playing it.
The 4th stage blew my mind!
My only "complaints" are with the music, that doesn't sound 8 bit-ish at all (NES-esque is another great term XD), and the story. Or the lack of one, actually. I would love to see the concept pushed much further, with a sort of meta-story on top of it about the evolution of the industry, and our own evolution as players.
The "You Win" final screen was all sorts of disappointing! :)
Finally, why did we have to kill those exceedingly cheerie creatures?
Congratulations! An awesome entry!
Anyway, the ending seems to be unfinished, heh. =/
In my opinion it's lacking very basic bleep sounds at the first stage but all the other stages are great.
Good game!
The good: game was fun. Pacing was done fairly well for a compo game, length was about right (could've been longer, but it was fine). The changing environments was a cool effect. This is probably one of the better executed games I've played this Ludum Dare. Well done.
I once had a dream that took place in a Perfect Dark (N64) multiplayer map. But when things took damage, like a person being hurt or a bicycle whose presence was unexplainable, it deteriorated into older-looking graphics. I woke up when I was reduced to a few solid-colored polygons.
Well done!
I quite liked your graphics and the idea for the game (I recall seeing this concept somewhere else before, but a bit more played out). I notice you used the NES palette for the NES era, but (for future reference on making nes-esque graphics) you display too many colours from the palette in too small of an area for it to be realistic.
I felt the levels were nicely laid out through out, though I found the music to be annoyingly repetitive. The game felt relatively fleshed out for a 48hours, with a nice range of tiles making up the levels. I liked that it actually had an ending and a boss battle!
Awesome work. The fact that all three segments of the game use the same map is what really sets this apart. Excellent level design.
Awkwardly enough, my favorite part of the game is the very beginning. Most of the additions (including graphics and audio) felt oddly extraneous. If I didn't know better, I'd think it was some sort of jab in the side at more modern gameplay. However, knowing exactly what the Ludum Dare crunch does to concepts, it plays out rather poetically about how less can be more in a Ludum Dare competition.
I really like the part in the castle.