Captive by NateNaterson
CAPTIVE
A game by Nate Wiesel
for Ludum Dare 21
You awaken in a strange, unfamiliar place. All you know is that you need to escape.
There is a post-compo update that fixes some major bugs. Here's the list of changes from 1.00 to 1.03:
-Added a few tiles to some rooms to make them slightly less dull.
-Fixed a music bug with the red terminal (for real this time)
-Added a secret 4th Boomka game you can unlock after beating the red terminal.
-Added a "portal" object to a single room. It's related to the secret.
-Made it so that checkpoints remember what key cards and doors are open when you save (as well as other variables, such as the music playing). This prevents you from grabbing a keycard, getting killed, but keeping the keycard after respawning.
-Added sounds for the fireballs.
-Randomized the fireball-pipe's first alarm a tiny bit.
-Fireballs now destroy when they fall off the edge of the screen.
-Made it so that using a terminal will reset the "used" status of checkpoints, so you can save again if you've just played a Boomka game.
-Removed a couple of very frustrating spikes.
-Moved around and added a couple of turrets, as well as some fireball-pipes.
-Closed one of the exits early in the game, past a blue door. Turns out I never added a room past there. Silly me. :p
-Refined the controls a bit. Feels a lot less slippery.
-Added version number to the opening.
-Fixed a few broken tiles
-Added simple particle effects for sparks and blood.
A game by Nate Wiesel
for Ludum Dare 21
You awaken in a strange, unfamiliar place. All you know is that you need to escape.
There is a post-compo update that fixes some major bugs. Here's the list of changes from 1.00 to 1.03:
-Added a few tiles to some rooms to make them slightly less dull.
-Fixed a music bug with the red terminal (for real this time)
-Added a secret 4th Boomka game you can unlock after beating the red terminal.
-Added a "portal" object to a single room. It's related to the secret.
-Made it so that checkpoints remember what key cards and doors are open when you save (as well as other variables, such as the music playing). This prevents you from grabbing a keycard, getting killed, but keeping the keycard after respawning.
-Added sounds for the fireballs.
-Randomized the fireball-pipe's first alarm a tiny bit.
-Fireballs now destroy when they fall off the edge of the screen.
-Made it so that using a terminal will reset the "used" status of checkpoints, so you can save again if you've just played a Boomka game.
-Removed a couple of very frustrating spikes.
-Moved around and added a couple of turrets, as well as some fireball-pipes.
-Closed one of the exits early in the game, past a blue door. Turns out I never added a room past there. Silly me. :p
-Refined the controls a bit. Feels a lot less slippery.
-Added version number to the opening.
-Fixed a few broken tiles
-Added simple particle effects for sparks and blood.
| Windows - Compo Version (1.00) | http://dl.dropbox.com/u/13900535/Captive.rar |
| Windows - Current Version (1.03) | http://dl.dropbox.com/u/13900535/Captive%201.03.rar |
| Source (Game Maker 8.0) | http://dl.dropbox.com/u/13900535/Captive%20Source.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-21/?action=preview&uid=1554 |
Ratings
| Coolness | 1% | 311 |
| Overall | 3.80 | 22 |
| Audio | 3.38 | 60 |
| Community | 2.33 | 273 |
| Fun | 3.67 | 22 |
| Graphics | 2.87 | 211 |
| Humor | 2.27 | 143 |
| Innovation | 2.80 | 238 |
| Theme | 3.73 | 49 |
Feedback
Frib
22. Aug 2011 · 16:04 UTC
Simple platforming but it kept my interest. The mini-games were a nice touch and distraction, but those red potatoes can die in a spike pit. Nice game, good job.
EricTheCoolDude
22. Aug 2011 · 16:23 UTC
This is really good! I like the minigames and the brutal death animation.
r
23. Aug 2011 · 04:27 UTC
Fun, Mini-games were the best part. It was weird that the key didn't open the door on its own, though that may be Doom talking.
SLiV
23. Aug 2011 · 22:39 UTC
I really like the simple but brutal deaths (including corpses). The platforming works but it feels a bit slippery sometimes.
Rudy
26. Aug 2011 · 08:35 UTC
Pretty creative beginning. Sound gets repetitive and annoying later on. Nice touch with minigame. It's a bit hard though since you often can't get form one side to the other in time. Gameplay is solid, but has too much air-control.
angrygeometry
29. Aug 2011 · 01:35 UTC
the minigames were very cool, not a bad game!
Tommislav
30. Aug 2011 · 21:32 UTC
I liked it very much, although the moving platforms were a bit frustrating to get on some times. Good work!
N0_Named_Guy
03. Sep 2011 · 16:55 UTC
Game is cool, but man... It bugged out on me...After getting the blue key, and unlocking blue doors, insted of going forward, I went down... It gave an error (in which I pressed ignore). It was something about an undeclared var, on goto something level... Music is great, except for the first one (before getting the green key). Controls worked great for me, and liked the intro =) Nice job, nasty bug that kept me from playing more...
🎤 NateNaterson
04. Sep 2011 · 01:38 UTC
@N0_Named_Guy: I believe the bug you found was one that is fixed in the most recent version. 1.00 had some problems, sorry. :(
summaky
10. Sep 2011 · 14:41 UTC
Arg, I also hit the bug with the blue key. It is a shame (I actually screamed "NOO!!") because the game was fun up until that point.
oogashmooga
05. Dec 2011 · 00:37 UTC
Fun game! I played through the whole enhanced version and scored 67 on the extra BoomKa!