Ain't Big Enough by gustavo.christino

* Two old acquaintances in a final meeting! *
Enjoy! :)
Links...
- Windows: https://www.dropbox.com/sh/qh6l0lwkzfzeg7p/AADCngZwQo_EQJnXttOafcL-a?dl=0
- Post-Jam: https://www.dropbox.com/sh/cxccmq318epzn11/AACbcCJBivPcJzuGz8B13r6Va?dl=0
Keyboard (ingame "Help")...
- Jump: W/Up Arrow;
- Shoot: R/Enter;
- Clockwise movement: D/Right Arrow;
- Counterclockwise movement: A/Left Arrow.
Joystick...
- Jump: A;
- Shoot: X;
- Reload: B;
- Clockwise movement: D-Pad/Analog Right;
- Counterclockwise movement: D-Pad/Analog Left.
Soon...
- Single Player's IA (post-jam's);
- New stuff (post-jam's).
Adjustments...
- Bugfix: intro;
- Bugfix: shot;
- Bugfix: keyboard;
- Bugfix: superspeed;
- Bugfix: bullet;
- Bugfix: explosion;
- Joystick's.
Team...
- Matheus Campos (graphic artist);
- Gustavo César (graphic artist);
- Pedro Henrique César (coder);
- Arlam Júnior (soundtrack, sfx);
- Gustavo Christino (co-coder, event's);
- Samuel Cirqueira (apprentice).



Ratings
| Overall | 288th | 3.531⭐ | 34🧑⚖️ |
| Fun | 202th | 3.516⭐ | 33🧑⚖️ |
| Innovation | 383th | 3.129⭐ | 33🧑⚖️ |
| Theme | 89th | 4⭐ | 33🧑⚖️ |
| Graphics | 379th | 3.531⭐ | 34🧑⚖️ |
| Audio | 239th | 3.333⭐ | 32🧑⚖️ |
| Humor | 137th | 3.438⭐ | 34🧑⚖️ |
| Mood | 224th | 3.548⭐ | 33🧑⚖️ |
| Given | 83🗳️ | 39🗨️ |
Awesome job, congratulations!
Show and galerinha !!!
Strong hug my brother Samuel !!!
You could improve the sound when hit and improve the graphic a little bit!
https://ldjam.com/events/ludum-dare/38/high-moon
and, also, my game:
https://ldjam.com/events/ludum-dare/38/highnoon-robots
:-S
graphics need a little polish, but that's it.
My feeling is that this game is complete, really. Some other stuff could be added in updates tho, but it doesn't fell like there's anything missing!
I loved the art (opening, menu, help screen, fight, game over), the parts go really well together.
That goes for the music as well!
The only thing I didn't like was that we are not able to jump & walk at the same time, this made me confused (that goes for the bullet/reload section at the UI). Although the person (creator) I played with said this was designed to be this way, I kept wishing the player could move while jumping. The dodging would be way more fluid this way (imho).
That said, I'll be looking forward to play this one again :) C O É G R A T U L A T I O N S RAPAZIADA
I agree w/ the commenter above me; I didn't like not being able to jump and move at the same time. I found it to be too difficult to dodge the bullets.
We also made a local multiplayer game - check it out! https://ldjam.com/events/ludum-dare/38/apocalypse-world-cup
I dueled my friend for a few games, and we had to figure out what the powerups actually did. The jump is a little bit slow and hard to dodge bullets with, it could use a bit of work.
One neat thing you could add is bullet holes for the guy that won equal to how many times they got hit (kind of like a "this is the state of the game at the end" kind of thing).
Overall, I had a good time playing this!
I'll echo the previous comments about jumping, but I think even if you aren't able to jump and move at the same time, the jumping / dodging could be a little bit more responsive. Right now you have to time your jump quite far in advance.
A better game end would also be great! Currently when the last hit gets dealt cuts straight away to the game over screen; would be a lot more obvious what happened if you could make an animation in game to show who lost.
The bullet reload mechanic was interesting but I don't think it really added much to the gameplay IMHO. But I liked all of the other items, especially the boooooozzzeee.
Interesting mechanic, you have to think in both directions since the bullet can loop around.
Some things I experienced:
- The alcohol didn't read super well to me, but I got it after collecting it, I guess maybe making it more bottle shaped or making the xxx bigger or so
- At first thought I couldn't jump since you can only jump when you're not moving. Perhaps some visual indicator (might as well use the ground there there's space there?) that I can jump, if you want to keep it like that.
- I didn't know what the weight did at first, but this made more sense to me after I figured out the jump.
- Wasn't sure what the bullets were for, so after shooting some boxes I realized it was for reloading. Which is a bit confusing since there's a number counter for bullets left and a bullet meter for collected bullets. Since the collected bullets are more visually dominating than a counter I though those were the bullets I was shooting. Maybe adding a UI for the bullets loaded too?
- One time I died as I was jumping and I kept floating up, haha.
I didn't see this happen, but the idea that your opponent could jump over the bullet and you could end up shooting yourself is pretty cool too. Nice job!
Your feedbacks are very important to our team!
So... we are going to check your tips and advices in order to improve the game's experience.
@gugs, @matheuscampos2910, @patrick-spigoloni, @unidaystudio, @flukeshot, @luanholloway, @versatile-box, @ana-clara-guimaraes, @creamybacon2, @dakikad, @bunnery, @vademetro, @spiteful-fox, @mrerdalural, @nurbed, @tristan0214, @pikopik, @issac, @acuity, @ddrkirbyisq, @aeveis
PS: @dakikad, come and challenge us again! (:
Hahahahahahahah.