Red by olkeencole
Our first Ludum Dare entry! We wish we could have polished it further and added a few assets to further the experience. Nevertheless, we are very happy with how it turned out. Explore the world and tell us what you think. Play to the end to discover how the game relates to the theme.
Controls:
WASD : Movement
Space bar: Jump/Glide
E: lock Screen for grappling hook
Dylan Craig - Character Modeller, Texture Artist, Designer, Narrower of Scope
Greg Rogers - Level Designer, Systems Designer, Narrative Designer, Modeller
Owen Cook - Level Designer, Systems Designer, Narrative Designer, Modeller
Keenan Cole - Programmer, Designer, Broadener of Horizons
Programs Used:
Unity3d
Cinema4D 12
Photoshop CS5
Programmed in Javascript
Controls:
WASD : Movement
Space bar: Jump/Glide
E: lock Screen for grappling hook
Dylan Craig - Character Modeller, Texture Artist, Designer, Narrower of Scope
Greg Rogers - Level Designer, Systems Designer, Narrative Designer, Modeller
Owen Cook - Level Designer, Systems Designer, Narrative Designer, Modeller
Keenan Cole - Programmer, Designer, Broadener of Horizons
Programs Used:
Unity3d
Cinema4D 12
Photoshop CS5
Programmed in Javascript
Ratings
| Coolness | 65% | 3 |
| Overall(Jam) | 2.97 | 136 |
| Audio(Jam) | 2.35 | 156 |
| Fun(Jam) | 2.60 | 162 |
| Graphics(Jam) | 3.59 | 91 |
| Humor(Jam) | 2.13 | 151 |
| Innovation(Jam) | 2.80 | 147 |
| Mood(Jam) | 2.82 | 127 |
| Theme(Jam) | 2.63 | 172 |
Impressive length, and interesting story--although I think I was just a little too confused about the intro. The sound is pretty good, although for me, at least, the walking sound prior to the "big jumps" cut in abruptly and left abruptly, which was kinda weird.
I was also going to suggest having some sort of mechanism to accelerate the rate of "big jumps", but now that I know there's a grappling hook and glide, that's probably not necessary.
All in all, nice game. Enjoyed playing it, and enjoyed your take on the theme. I knew what was going on, but I somehow didn't guess what was actually happening!
I managed to get to the end and it was really fun. I liked the different game mechanics even though they feel a little bit unpolished.
Though the first part, I played it from a top-down view, as I didn't know I could move the camera angle... LOL
It got a bit boring at the end. Maybe because there weren't red ropes to get. Maybe some foes would have given more 'life' to the game.
To sum up, a very large level to play, which could be great if it was more fun, nice graphics, and maybe lacks some sounds.
I also wonder, why does it jump so high every 15 seconds? A human it's shaking the snowball?
Great work!!
The theme is a nice idea, but I don't think you tell it very well with the gameplay.
Very charming game but I felt that a lot of it could be bypassed by just waiting for the stomp and other parts involved just you waiting for the stomp to proceed. Also the grappling hook sections seemed a bit wierd at places and there were a few graphical glitches. Other than that though like I said this was quite charming and great for the time limit you guys had. Very cool to see you guys tackle a 3D game of this scope. Good work :)
The audio could've been a little better too, but overall good job getting it complete!
I got to the end without using the grappling hook, didn't even know it was there. So maybe some in game tutorials like you did for the glide.
I didn't hear any audio though. I wonder why.
*spoilers* And is the reason why we keep flying in the air because of what we find out in the end?!
Passed that, I loved the graphics and the story at the beginning is lovely! The idea of using the scarf as a grappling hook is awesome too!
I say good work! More polishing on gameplay would've been nice though. =)
I kind of agree with EricTheCoolDude about the wind being time-dependent, because the flow of movement is important and at certain times I was just waiting for the wind to blow me upward. You could consider having the 'wind' a constant thing that the player can use whenever he wishes. It could still blow slightly stronger in one direction so that the player gets a bonus if they time it right. Having other ways of moving (e.g. downhill skiing) would be cool too.