Stranded by Evil Cult
After being recently awarded your spaceship pilot's license you set off to explore the galaxy only to come crashing down on an unknown alien planet. Can you survive long enough to repair your ship and escape?
This game was created by a team of four for the 72 hour jam. We were down to the wire but finally got there and are quite pleased with our results.
TEAM
Patrick Beasley - Programming, Art, Design
Andrew Beasley - Art, Design
Brendon Byrnes - Audio, Design
Luke Baird - Art, Design
PLATFORMS
The game has been tested on Windows, but should (untested) work in Linux and Mac OS/X as well.
CONTROLS
WASD, Arrow Keys, or Numeric Keypad to move.
Space, F, Ctrl, or Enter to shoot / skip dialog boxes.
Escape to return to the world map.
We welcome suggestions and bug reports. We may be doing a post-jam version at some point with more maps (and a volcano zone), as well as some fixes / improvements to the mechanics.
There is a timelapse video coming within the next few days.
We hope you enjoy our game!
This game was created by a team of four for the 72 hour jam. We were down to the wire but finally got there and are quite pleased with our results.
TEAM
Patrick Beasley - Programming, Art, Design
Andrew Beasley - Art, Design
Brendon Byrnes - Audio, Design
Luke Baird - Art, Design
PLATFORMS
The game has been tested on Windows, but should (untested) work in Linux and Mac OS/X as well.
CONTROLS
WASD, Arrow Keys, or Numeric Keypad to move.
Space, F, Ctrl, or Enter to shoot / skip dialog boxes.
Escape to return to the world map.
We welcome suggestions and bug reports. We may be doing a post-jam version at some point with more maps (and a volcano zone), as well as some fixes / improvements to the mechanics.
There is a timelapse video coming within the next few days.
We hope you enjoy our game!
| Java Webstart | http://www.evilcult.net/tinyworld/stranded.jnlp |
| Gameplay Video | http://www.youtube.com/watch?v=3kFMSBYY_a8 |
| Post-Mortem | http://www.ludumdare.com/compo/2012/05/12/stranded-post-mortem-2/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=8607 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 4.07 | 6 |
| Audio(Jam) | 3.65 | 39 |
| Fun(Jam) | 4.04 | 2 |
| Graphics(Jam) | 4.24 | 23 |
| Humor(Jam) | 2.95 | 61 |
| Innovation(Jam) | 2.78 | 152 |
| Mood(Jam) | 3.65 | 20 |
| Theme(Jam) | 3.27 | 79 |
My ONLY gripe about it was having to use space bar so much, it would have been really nice if that was a different key (it made my thumb hurt a bit.) Other than that this was an awesome entry, great job guys!
Thanks for playing guys!
We were hoping to package it up as an applet for web, but for some reason the game was streaming files off the site as-needed rather than caching the entire thing, and we couldn't get it fixed in time (tried looking into MIME types on the server, alas, no success).
You can actually use F, Space, Enter, or Control for anywhere where Space is usually used (menus/shooting).
Only disappointment is that there weren't any treasure in any of the ~1 million pots I destroyed. Isn't that an unwritten law of game design - that pots must contain treasures?
I don't get why you say "Windows (JNLP Installer)" tho. It ran just fine for me on Linux for example.
And that's also pretty much the only compaint I really have of the game; It's well made but short.
I know people probably won't read replies to their posts, but I think I should address things anyway, for the benefit of anybody else reading this.
The lasers-through-walls was actually a conscious game design choice on our part. The aliens would have been useless otherwise (the levels would have had to be much more open). Ideally (given more time to work on it) a compromise would have been to make half-height walls in some places.
I also should have added (again, didn't due to lack of time) a piece of code to order entities in order from top of the map to bottom of the map, to get them to draw in the correct order (thus avoiding say, walking very slightly under the door).
I listed it as Windows because I wasn't able to test it on any other operating systems. Updated now though (downloaded a Linux VM to test). I actually changed it before reading that comment. :)
Thanks all for playing the game! The comments are appreciated.
-Andrew (Art/Design)
It's truly great to see something that we worked on get so many positive reviews.
In response to several of the points about the music, yes, it is a bit short. I find writing music within a time limit difficult, it's a creative process that doesn't really take kindly to being rushed, and I rarely manage to get anything completed that I'm happy with. I would definately have liked to make it longer, perhaps in the realm of a minute or so before it looped, but time constraints prohibited me from doing so. Unfortunately, I also wrote several pieces that weren't included in the final product (Again, due to time constraints) that were significantly longer than the music for the Grasslands/Title Screen....but that's the way these events work.
Learnt quite a bit about composing on a deadline and working through the block, and alot more about writing in varying keys of music with more than just block chords. You should see some significantly more developed music should we participate again.
- Brendon (Audio).
This game was awesome! Felt like a Zelda meets Commander Keen. Best 48-hr adventure game I've played. I have too many compliments so I'll just leave it at KUDOS!
LOL I can't beleive u though to of letting the player smoosh goos with pushable rocks!
:$ I was a dumbass and blocked the way back with a rock.
This is the only game that we've released. We're working on a post-jam version of this game though.
I Like it!
I will say one thing though, I wished the hitbox for the player was a bit tighter. There were times when I accidentally moved a stone in the way but should have had just barely enough room for the player to move through but couldn't. Still I'll keep up with it and play future versions.
-AlucardX60
Loved the fog of war in the dungeon, I thought that was super cool. Zelda reflexes forced me to break every single jar for reasons I am not entirely sure of.
Great effort and I think it all comes together in a nice and complete-feeling package.
Impressive graphics, nice sound. The story reminded me a bit of Commander Keen :)
Clever level design as well. Every time there was a bigger battle, the tiny red healing tube wasn't far away.
And I found a kitty ;)
Good job!
Great game!
Oh... And destroying the vases was very unsatisfying. These should drop coins, just for the sake of the pick-up sound effect! :)
A thought occurs... The first person to design a ship without a flux capacitor, will design a ship that is indestructible. There are so many ships that break because of that one part :).
The only problem was the lighting effects in the temple didn't work quite right.
Inês Almeida from Evil Sandwich Studios
Nicely polished and fun to play, but some times the too pixel perfect collision map was annoying. but very good.
I liked the pixel art of the world map more than the sprites and tiles.
I see you guys have your own site, but I do offer free Java game hosting at http://StaticVoidGames.com, might be worth checking out.
Anyway, great job! Good to see a fellow Java developer make something that the language can be proud of!
Anyway overall really great game. Thanks! :) Simon