Constatine Sucks by Cosine

[raw]
made by Cosine for LD18 (COMPO)
Constatine Sucks is a platformer based on sucking souls, and using their abilities. For example, blue souls let you jump higher, and red souls let you explode (without harming yourself, of course). Features 10 levels of increasing difficulty.

Also, the ZIP contains:
-Game executable
-Game source (GM8 pro required)
-Ending music (.wav)
-Ending music (PXTone source file)

Ratings

Coolness 0% 166
Overall 3.05 63
Audio 1.69 121
Community 3.07 67
Fun 3.18 44
Graphics 2.32 125
Humor 2.53 59
Innovation 3.41 42
Theme 3.45 68

Feedback

cymon
23. Aug 2010 · 09:41 UTC
Congrats on doing something other then "enemies as ammo." I liked this one. Good variety of powerups.
flashkick
23. Aug 2010 · 11:24 UTC
Nice powerup/item switching system.
Took me some time to figure out the controls due to the small text on the bottom.
If anyone else is confused: Z switches slots and X collects souls to use.
Kurama_Youko
23. Aug 2010 · 20:02 UTC
Pretty fun! Would like to see more abilities!
Sparky
24. Aug 2010 · 13:52 UTC
I like this quite a bit.

It was ambitious of you to make a platformer in 48 hours! The collision is a bit glitchy and movement is a bit awkward, but it works. That's pretty impressive.

I think the level design is the best part of the game. You really managed to do a lot with a small number of elements.

I'd love to see a more polished version of this. I don't necessarily think that adding more enemies would be a good idea, I like the simplicity of it.

Oh, by the way, it would be nice if picking up a second soul would automatically place it in a free slot if one is available. Right now it overwrites whatever's in the selected slot. A second minor note is that the up key seems to be unresponsive while I am pressing right. This caused me a lot of trouble when using the green powerup, as the second jump often wouldn't fire.

I quite liked this, thanks for making it :).
Spooner
26. Aug 2010 · 03:04 UTC
I liked this more than I expected to. I was thinking it would be a bog-standard platformer, when it was really more of a puzzle game. The puzzles were pretty good as far as I got, though I did struggle a bit with timing jumps while switching and using abilities, but I'm sure that could be made easier.

As others said, the text could have been larger (even just a simple key list in the entry description would have helped a lot); I had to read the comments to work out what to do!
mwest
27. Aug 2010 · 15:37 UTC
Very nice, that was quite enjoyable!

I did feel it was a bit more enemies as powerups / tools than as weapons, but it's quite fun and I agree that it has potential.
pekuja
28. Aug 2010 · 10:45 UTC
The controls felt a little bit awkward, but that's probably mostly from playing it for the first time and not being used to it. I saw that you had a song made for the game, but I couldn't hear it during the game. Some of the puzzles were a bit annoying in that it was easy to mess the execution up, and I never quite grasped how big the explosion area for the red souls was.
hcs
28. Aug 2010 · 22:01 UTC
Took me 138 times, but I felt it was necessary to stick it out, to pay tribute to your awesome design. Thanks!
moop
30. Aug 2010 · 09:51 UTC
Overall a great game, well thought out mechanics, simple but nice graphics and a good use of the concept.
I had trouble downloading through filesmelt.com (kept getting corrupted zip files through Chrome and the site confused wget) but it was worthwhile once I got to play. :D
The only issue I had with the game itself was the ease with which you could accidentally suck up multiple enemies, wiping out the soul in the current slot and forcing you to restart.
stqn
03. Sep 2010 · 17:27 UTC
Impressed to find actual level design that requires some thinking to pass the levels!

However I wouldn't call a double jump powerup a "weapon"...
Switchbreak
06. Sep 2010 · 15:02 UTC
I really enjoyed it. The puzzles were fun to figure out, but required a good bit of trial and error since you often couldn't see the goal before figuring out how to get there. It occasionally wouldn't read a jump when I pressed the jump button which got frustrating. But overall, a great game and a neat idea for the theme.