Prelude of the Chambered by Notch
The web version will play immediately. If you want to play it offline, get the zip file and launch the html file locally.
You need java to play this!
You need java to play this!
Ratings
| Coolness | 1% | 311 |
| Overall | 3.90 | 13 |
| Audio | 2.68 | 153 |
| Community | 4.19 | 3 |
| Fun | 3.54 | 37 |
| Graphics | 4.03 | 35 |
| Humor | 2.18 | 168 |
| Innovation | 2.78 | 246 |
| Theme | 3.58 | 81 |
Epic game. Fun to watch the development live as well.
lol he does work for mojang
awesome game good work!
awesome watching it being programmed live
should have had a boss at the end, I thought the ghost maze was cool but fairly difficult. that one place with the trinket and the rock guarding it felt like trial and error trying to punch it just right so it rolls out.
Nice work Notch, watching you made me not finish in time
It was an epic thing for you to do, streaming the whole thing, thank you from me, and no doubt many, many others who watched :)
I especially like the 95-era asthetics.
I hope there will be a "sequel", since this is only a prelude 8D
The two radio stations that I heard were Soma.fm - Groove Salad station and then di.fm Electro House channel.
Hope that helps :) They were the stations he was streaming at some point as I checked to make sure they were playing the same tracks :D
Basically a spot-on project for Ludum Dare, spiced with generous community involvement. The programming is ambitious for a 48h game.
Anyone else getting this?
- Coding a raycaster from scratch in 2 days is impressive.
- The engine seems stable.
- The level design is compact, having no dead areas or underused items.
Average parts:
- Controls were sluggish at times, and the game flickered occasionally. but I'm thinking my computer is to blame for that.
Weaker parts:
- The chip sounds are fine. However, the richer the visual content is, the richer the sound content should be as well, to create an aesthetic balance. So here I felt there was too little sound. If the monsters made noises, or a simple tune was playing to enhance to mood, that would be better.
Overall: A nice piece of work. Well done. :-)
5/5 for community, best work ever :D
4.5/5
Fun... I didn't get lost! Yay! I'm not here to play Super Bat Puncher though (it's a real game and it's better than it sounds)... thanks for reverting to the version which didn't spawn a crapton of bats. Having said that, the lock 'n' key aspect DID drive me to continue playing, though.
Theme... you pretty much nailed it.
Graphics... how do you do floor/ceiling mapping? This is one thing I suck at when doing this sort of engine. Having said that, apart from lacking y-shearing, you've really thrashed the hell out of the classic 2d grid caster. The actual assets look quite nice, too.
Audio... plenty of noises. Could do with more atmosphere tbqh.
Humour... well, pretty meh. Not bad, but not much.
Overall... 4 stars.
Community... doing a stream is pretty damn good. It would be nice if you were listening to suggestions on e.g. Twitter, though.
I found it quite difficult to aim with the Power Glove, and think that things could be improved with a target reticle.
I stopped playing shortly after getting the pistol due to a bug. I'd somehow managed to position a boulder at the base of a ladder, and got stuck inside it.
java -cp PoC.jar com.mojang.escape.EscapeComponent
The floor/ceiling mapping appears to be calculated on a per pixel basis, filling in whatever holes remain in the zbuffer. This is the most intensive part I imagine.
I'll play this Minecraft:)
This entry made me think that we really really need a *Tech* category, because in my book, you also have +9K there.
Tho I must admit that the livestream was AWESOME, and I actually left it there running as background music, and I was thoroughly entertained while having lunch.
I would have liked to see the bats and eyes be a bit more aggressive. They float around and hover a bit too much, and since the combat doesn't really flow well while moving/punching, I found myself sitting in a corner punching out in all directions waiting for them eventually to close in. This is probably how you meant it, which is fine, but it was annoying on the beholder boss because it was so hard to skate and punch at the same time.
I think I may have preferred to have the flippers and skates be a passive effect. That might have made micro-managing on these surfaces a bit better, but it did make for some interesting fast-switching gameplay.
The one big criticism I have is that it doesn't really feel like I am escaping anything. Sure, I start in a prison, but after that it feels like I'm on a quest instead of trying to escape.
Either way, incredible entry notch! I spent 45 minutes on it and had great fun with the puzzles and figuring it all out. :)
Thanks for the game.
Thanks for making Game Maker. Without it, I wouldn't have a platform to develop my games on. ^^
@game
A solid entry, but not very innovative. I liked the simple graphics, the controls were a little hard to handle, I used only the arrow keys for most of the time. Unfortunately I died in the crypt. :(
Theme: It fits the theme well; I could tell that there was a definite focus on getting out at one spot. The interpretation of the theme was the bland "you are escaping from x," so I'm not giving you full score here.
Graphics: They work well, and are consistent. My only complaints are that they can be a little confusing to look at, and that the power glove looks oddly straight in the extended position.
Audio: The sounds worked and supplemented the game. It lacked any sort of consistent sound throughout, meaning that the game could be silent during down periods in the game.
Fun: This was the most lacking department. Again, I could just be missing the point here, but I felt this constant lack of knowing that I was, in fact, doing well/doing what I should be doing. I was also majorly frustrated by the game-length-to-save-point ratio (since there were NO checkpoints), and there were too few health potions. As a result, I ended up with 1 health left to tackle the ghost dungeon, no potions, and no bullets. Attacking enemies was a bit awkward feeling, and it was a delicate balance of edging really close and mashing the spacebar. Also, I ended up with a lot more golden keys than I used (I don't know if these were used in The Temple or at the end). On a more positive note, I did feel a good sense of exploration and danger wandering through the caves, and I liked using different items to traverse the mazes. In the end though, I felt like I was wandering through a maze, fisting enemies into submission, and getting hurt. A lot.
Overall: It was lacking in some departments, but it also did other things well. It was decent, but flawed. Work at this a bit, make something better. Also, add checkpoints.
I guess all I can really say is thanks for introducing me to the magic that is Ludum Dare!
I didn't have problems with the controls, but I am still running into this weird problem where it will suddenly believe one button is being held down forever-- on my first play (in a browser) this was the "run backward" button, on my second, serious play (using miwuc's command line suggestion) I got to (rot13) gur pelcg and then suddenly it was like the"turn left" button was permanently down. I could move, but the character was constantly spinning in circles. I got frustrated and went into another app, when I came back later it had somehow fixed itself. I'm on a mac btw.
I died shortly after my controls unstuck themselves, definitely want to come back to this one however many tries it takes :D
I wish the gun were stronger, it's pretty slow to fire and doesn't even really kill guys any faster than punching them.
The game is okay I guess. Reminds me a bit of Ultima Underworld. Though I never got out of the jail after been able to punch those rocks.
Overall it is a nice entry, nicely polished and all, though I would have loved more story on that one.
A C# port of the gamme is available here :
https://github.com/rlods/pocdotnet
Personally I'm not a fan of lo-fi textures in 3D, but the Minecrafty style is obviously a very good choice when you need to create lots of content fast!
Combat was a bit awkward, and it seemed a bit easy to die
Watched bits of the stream, interesting to see how fast you could get stuff in - maybe I've gained a bit of respect for Java now!
Overall, a fairly awesome entry, so I won't deduct a community point for your fans contributing to the LD website troubles :)
I think I will take a few views (or more) in your code to teach me something about 3D without engine, dungeon generation etc.. Thank you