Prinsen Gulden by King Kujito

[raw]
made by King Kujito for LD 40 (COMPO)

guld.png Schermafbeelding 2017-12-04 om 01.10.17.png

READ ME:

SET RESOLUTION TO 1440x900 AND QUALITY TO SIMPLE TO PREVENT LAG

For a faster game, better graphics and a better experience you should download the desktop version. If the web player continuously displays a solid black screen, the game is either loading or broken. This problem does not occur in the desktop version.

Please leave some feedback, I'd be happy to talk.

CONTROLS:

-wasd - move/crouch/jump/walljump

-spacebar - attack

-r - restart

-p - pause/unpause

Schermafbeelding 2017-12-04 om 01.07.18.png

DESCRIPTION:

Help the prince collect as much gold as possible! Make your way through challenging randomly-generated levels, collect all the gold and return it to where you started.

Note:

-More health = worse movement

-More attacks landed = worse range and defense

-More gold = a harder level

-You can use directional attacks whilst in the air

-Your shield can block projectiles

-Small enemies can only be hit by low hitting moves, big enemies have 3hp

Schermafbeelding 2017-12-04 om 01.10.13.png

SOFTWARE:

-Unity (game) -Cheetah3D (3D models) -Clip Studio Paint (2D art) -MuLab (music) -Audacity (sound effects)

HARDWARE:

-MacBook Pro (Retina, 15-inch, Mid 2015) -Wacom Intuos pro -M-Audio Keystation 61

Schermafbeelding 2017-12-04 om 01.07.11.png

Version 1.2 note:

-right arrow key can now also be used for walljumps

-enemy spawn locations are fixed

-hotspots for getting stuck are fixed

-lag has been reduced

-letters in the top left of he screen have been removed

-arrows and skulls have been added to guide the player

Version 1.3 note:

-tutorial has been added

-crouching stops momentum

Version 1.4 note:

-videos supporting the tutorial have been added to the desktop version

-minor balancing on level sections

-addition of a minimap

^^^note this has been done outside of compo time, so consider judging the previous version instead if you're planning to rate me.

Ratings

Overall 363th 3.336⭐ 75🧑‍⚖️
Fun 477th 2.986⭐ 74🧑‍⚖️
Innovation 483th 2.868⭐ 74🧑‍⚖️
Theme 482th 3.099⭐ 73🧑‍⚖️
Graphics 141th 3.842⭐ 75🧑‍⚖️
Audio 166th 3.415⭐ 73🧑‍⚖️
Humor 387th 2.484⭐ 66🧑‍⚖️
Mood 280th 3.196⭐ 71🧑‍⚖️
Given 45🗳️ 74🗨️

Feedback

Ryan Temple
04. Dec 2017 · 01:55 UTC
I checked out your game. I like it. Way better than mine! I love the music!!!!!
Raker
04. Dec 2017 · 02:10 UTC
I love the music!
BlackAtlas
04. Dec 2017 · 02:29 UTC
Cute art and music, although I think all the transparent clouds in the background were causing some performance issues and the game was tanking my fps.

I'm not entirely sure how the theme fit as I could grab the end gold without any problems, it was just the bottom gold that would spawn an enemy.

Great work!
🎤 King Kujito
04. Dec 2017 · 02:33 UTC
@blackatlas which OS are you running the game on? The web version runs smoothly and the Osx version is okay as well for as far as I can see.
Flubz
04. Dec 2017 · 02:34 UTC
Music is just astounding! I spent a good 2 hours composing my crap :sob:
Super difficult tho. Well done!
BlackAtlas
04. Dec 2017 · 02:37 UTC
@king-kujito Mac OSX, but its an old feeble laptop, just didn't expect to take quite such a hit.
🎤 King Kujito
04. Dec 2017 · 02:49 UTC
@blackatlas I will look into it and patch it when the post-compo stress fades.
Ham and Swiss
04. Dec 2017 · 02:49 UTC
Nice polish!
AdroitConceptions
04. Dec 2017 · 02:53 UTC
Couldn't get to the point where I could experience the theme. Ran into to many spots where character couldn't jump over things... Couldn't manage to get a wall jump to work.

animation/graphics were nice.
Audio was nice.
Xacur
04. Dec 2017 · 02:58 UTC
The graphics are great and the music is really good. I liked the 2.5D perspective.
I feel it a little slow and sometime I don't know exactly where I'm standing. There was a part where I needed to jump to the platform exactly above the one I was standing, but it seems like jump is disabled there. I tried killing myself jumping to the other side and I ended up in the upper platform, I didn't understand how.
I couldn't kill any slime, it seems you can't attack while jumping and there is no space where they are standing. And when one get down close to me, I attacked and my sword didn't hit it because it's too small =(
In general, I think the main problem is that it was running very slow, but maybe it's my PC.
I'd love to play this game if completed and fixed.
brookzerker
04. Dec 2017 · 03:29 UTC
I loved the music, and the the movement felt good even when it was lagging on my Firefox browser on a linux system.

I had a little problem getting up to the larger platform but eventually was able to get there. I was a little confused when I died and was given a different level.
_benhumphries
04. Dec 2017 · 03:47 UTC
The graphics look good and I enjoyed the game but at times I felt the movement was getting in the way of the fun. The 2.5D look is really cool but it's pretty hard to play with, especially because of weird acceleration and movement glitches. I'm not sure about the Windows build, I only played on WebGL.

Great job!
🎤 King Kujito
04. Dec 2017 · 03:55 UTC
for anyone wanting to try my game. To prevent lag: SET RESOLUTION TO 1440x900 AND QUALITY TO SIMPLE TO PREVENT LAG
I'll work on a better solution after getting some rest.
FormalCloud
04. Dec 2017 · 03:56 UTC
I really dig the presentation you were aiming for with this, very cool!
masamunedragon
04. Dec 2017 · 04:36 UTC
Are the levels randomly generated? Many of them were impossible to navigate. That and character's acceleration made the game hard to play. Lovely graphics and music though :)
bigmetre
04. Dec 2017 · 06:10 UTC
normal movement controls are a little wonky. the wall jumps have nice control to them though.
jk5000
04. Dec 2017 · 09:16 UTC
The music and graphics is really good. The idea is okay, and it easy to control the girl. The level design I saw was not super great, and 4-5 times got stuck near the begin of the levels. But overall a well made game.
Mik3
04. Dec 2017 · 10:28 UTC
The visuals were really nice, but as far as controls go, I wasn't a big fan of the sliding around when I let the movement keys go. It caused me to fall from platforms all the time and was a bit frustrating. But other that that it was an enjoyable experience.
Talia
04. Dec 2017 · 11:03 UTC
oh I'm very unskilled in 'jump and run' games. But I got some gold too! The attack animation is a little bit slow but I really like the face expression.
Tomáš Selmeci
04. Dec 2017 · 11:23 UTC
I love the styl of this game as well as the music!
Kieran Newland
04. Dec 2017 · 15:22 UTC
The wall jump feels really good! Would've been nice to have less slippy controls though...
geeitsomelaldy
04. Dec 2017 · 15:42 UTC
Controls were very very slidey. Otherwise a great game.
Nozomu
04. Dec 2017 · 19:55 UTC
I liked it overall, the game is pretty hard though, sliding into spikes and such to die xD Also took me awhile to figure out I could wall jump but that's probably due to me not reading and being bad at games! It definitely fits the theme though, and for that I give you a thumbs up!
🎤 King Kujito
04. Dec 2017 · 19:57 UTC
@nozomu thank you for the nice comment. In the patch I've added some arrows that imply that you can wall jump at certain points. I hope that helps.
lautregars
05. Dec 2017 · 01:59 UTC
Very nice ! The main character is well drawn, it looks a little bit static because of the animation frames but that's the cost of making one complex manga-style character. The game itself works pretty well, and I was very surprised when I saw the level changing in live in front of me, that's really well made !

The music is very nice too (if you composed it during the jam, a whole lotta kudos; it sounds swell af) , and the blub enemies are funny (but that's maybe because i love every typeof blubs).

One little thing that makes me sad is the time during which you respawn, maybe the death isn't juicy enough, or it's too long, but that's a floating moment during a game which could have been nervous and tactical at the same time.

Wall jumps were cool tho. Nice game overall !
Cubeeo
05. Dec 2017 · 03:21 UTC
This is the type of game that I look at and am immediately impressed by the audio / visual of it. It makes me want to play the game. Aesthetically, it's great, and to be a compo done in under 48 hours makes it more impressive. But, the game play was an issue for me. I wasn't able to experience the game for long because of that.
Timestop
05. Dec 2017 · 04:25 UTC
Main character is cool. Good aesthetic!
Chyme
05. Dec 2017 · 09:03 UTC
Nice work!! I really like the 2.5d perspective and the art and music, and the gameplay fits with the theme nicely. The level generation is a cool touch for a jam game too, overall I'd say well done!
🎤 King Kujito
05. Dec 2017 · 13:34 UTC
@Cubeeo could you go into more detail please?
Ionthas
05. Dec 2017 · 15:04 UTC
I think the level design is too punishing at the beginning of the game (for example the place where you need to combo jumps to get at the top). I would try to balance the difficulty of the actions the player need to do in a more progressive way. If you do so the player would get used to the controls as well. Overall the game was solid. Keep up the good work!
gassasin
05. Dec 2017 · 15:32 UTC
Nice game and awesome artstyle!
🎤 King Kujito
06. Dec 2017 · 02:16 UTC
@Ionthas the levels are randomly arranged (slowly increasing in length). Do you think a short tutorial level might also solve the problems you've encountered? If not, do you have better suggestions?
IllaBom
06. Dec 2017 · 02:27 UTC
Very nice! i really like the graphics!

Check out my game if you would like!
https://ldjam.com/events/ludum-dare/40/virus-detected
Chocoderme
06. Dec 2017 · 02:32 UTC
Really cool game.
I love the character design.
I still don't understand how the attack works.
Difficulty is good.
The music when you collect your first gold nuggets is perfect, love it!
Team Infernus
06. Dec 2017 · 02:55 UTC
Liked the concept, but the controls got in the way of me really enjoying the game
Priom
06. Dec 2017 · 13:35 UTC
I feel like I can't say more than what people already mentioned. I really like the 3d blended with 2d visuals and the musics nice too. But I feel like the jumps a bit wonky ? I get stuck whenever there's a decent amount jumping involved. But really nice aesthetics.
Ithildin
06. Dec 2017 · 15:01 UTC
The music is nice, and I like the character design. Level generation was a great addition as well, but I had some isues with the controls, especially when trying to reach a platform immediately above the one I was standing on.

In a couple of games I also was unable to pick the gold, it seemed to be at a Z closer to the camera than the character was, so it just wasn't able to reach it.

I'm sure most of these issues can be fixed (haven't checked the post-compo yet, so maybe you've already addressed them) and there's a lot of work here for 48h and 1 person, so congratulations! :)
Priom
06. Dec 2017 · 15:09 UTC
@ithidin I know a fix to one of the issues. When you can't pick up the gold just drop off the ones you have and you'll be able to pick it up.
🎤 King Kujito
06. Dec 2017 · 16:06 UTC
@Ithildin you are right on the z-axis thing, but all gold pieces are reachable. I can ensure you that.
Gruhh
06. Dec 2017 · 16:27 UTC
A simple game with good mechanics. I think it would be important to further contrast the traps of the rest of the scenery, personally I jumped more than once on them without having seen it in advance. Congratulations.

Um jogo simples, com uma mecânica boa. Acredito que seria importante contrastar mais as armadilhas do resto do cenário, pessoalmente eu pulei mais de uma vez sobre elas sem ter visto com antecedência. Parabéns. :flag_br:
pinneh
07. Dec 2017 · 01:10 UTC
Cute graphics. The acceleration murdered my will to want to play more though, but maybe thats just a personal thing. I though it was a tad slow to decelerate made the movement feel weird for me. Other than that good job, pretty fun!
Cubeeo
07. Dec 2017 · 01:28 UTC
"@Cubeeo could you go into more detail please?"

I couldn't progress very far at all. For example, there was a point where I needed to perform consecutive wall jumps back to back (so it seems), but I struggled just to pull off one wall jump, let alone 3 consecutively. And, this was very early on in the game.

After reading a fair portion of the comments above, it seems there's a common theme about the gameplay being too difficult too early on.
Kyle Pham
07. Dec 2017 · 05:11 UTC
Phenomenal graphics, definitely the one of the best contenders for this category. The audio suits it pretty well. The background song is exceptional. The point of view from the camera (2.5D) really makes this game unique and so different from other platformers. The megaman jump seems to be too difficult though. I think the difficulties in controlling the character is because of the velocity control, which I cannot judge you on because it is the developer's choice (I was commented for the opposite because in my platformer game, pressing Left Arrow after moving right changes the direction immediately, while your character slows down and then change direction). This game, however, does not fit the theme quite well. Overall this is a really excellent game and one of the best I have played so far (I'm pretty opinionated because I also made a platformer).

P.S. I think if you update the game, you should make the links for the different versions separate
🎤 King Kujito
07. Dec 2017 · 05:20 UTC
@kyle-pham thanks for the detailed comment. The game mechanics are entirely based upon the theme (using your sword more = sword and shield getting smaller, more health = worse mobility, more gold = obstacles spawn into the level). If you still think the game doesn't fit the theme, I, of course, respect that. As for the controls I'd have to see someone play the game in a video to fully understand what people have such a hard time with (for people who thought it was too slippery I've added a 'crouch stops momentum' mechanic in patch 1.3). As far as my post-compo patches go: I have made clear which version is which and state, out of fairness, that people should judge the compo version. :-)
mase
07. Dec 2017 · 05:21 UTC
The individual art assets are cool but I find the sprite/mesh mixture uncohesive. Maybe an orthographic camera or some 'toon shaders could bring it together.
Platforming was indeed difficult. My approach to acceleration in Unity is to add a lot of force and then instantly clamp the velocity to something slower. That way, the character can instantly accelerate to a set speed. It can make movement more predictable.
Jclight
07. Dec 2017 · 05:32 UTC
So cute game and good graphics!
🎤 King Kujito
07. Dec 2017 · 05:48 UTC
@mase I considered that (your movement suggestion) but I'd like to very specifically see what the problem is before I do that, since I don't have a problem with the deceleration. I know other people might. Before changing that I want to 'understand' people's troubles with it. Just 'knowing' it might result in me repeating the problem next compo. Last compo I received complaints about controls as well but didn't understand it. Therefore I didn't learn what I did wrong. I think it is because I put too much depth into player control and mechanics which in turn creates a learning curve not suited for a game people will only probably play for a few minutes. If that makes any sense :p
Angelonias
07. Dec 2017 · 11:15 UTC
For me, this kind of games are the best kind for jams like ludum dare. It's innovative and has some beautiful combination of 3d and 2d. I liked that the camera wasn't orthographic but with perspective. Solid entry, great job!! 5 stars to everything ;)
TechnoNugget
07. Dec 2017 · 13:15 UTC
I liked the visual style and mood of the game alot. it was very rewarding to get points for some reason. Though I couldn't handle the platforming physics /: it was frustrating that you took *sooooo* long to accelerate and then as soon as you let off the key, you would stop instantaneously. Over all pretty nice entry though, congrats!

**edit**: I should note I was playing the compo entry since that was what I wanted to base my rating off of, I might come back later and try the newer versions though.
🎤 King Kujito
07. Dec 2017 · 15:36 UTC
@TechnoNugget thank you for playing the compo version :-) when playing patch 1.3, you can press down (crouch) to stop all momentum.
pcmxms
07. Dec 2017 · 20:28 UTC
Pretty nice graphics. The controls where a bit stiff though... I died to the firs slime at my first try :P
BryceLTaylor
08. Dec 2017 · 00:26 UTC
I really like the art style and the use of the theme, and I really like the 2d 3d combo. I found the controls very unresponsive, though. It was often super hard to get lateral motion enough to jump out from under something, which I was asked to do a lot. I also kept dying on spikes because they blended into the grass. I would just suddenly be dead and I would be surprised.

I did like the super meat boy style-like short puzzle levels. I'm not sure if the levels were randomly generated or just randomly assigned, but I think I would rather have had a sequence of levels where I had to beat each one in order than an endless game randomly given. It might just be me, but when I fail at something that I think I could have done I like to get another go at it.

I also really like how you handled the tutorial. Including the text in the world to run past is nice. They were occasionally hard to read, but I was in a safe space
so that wasn't really a problem.

Overall good work!
🎤 King Kujito
08. Dec 2017 · 02:56 UTC
@BryceLTaylor The random arranger was a sacrifice I had to make. If I didn't put it in the game, I'd have to waste too much time on level-design and probably only have time to create 3 unique levels. If this was a commercial product I'd agree with you. I hope you can understand why I made this decision. :-)
BryceLTaylor
08. Dec 2017 · 04:22 UTC
@king-kugito That makes sense. We all make sacrifices to get it out the door in time and I think you made absolutely the right choice under the circumstances.
seano
08. Dec 2017 · 12:39 UTC
Quite a lot of game here, lots of hard on show, well done!
Landford
08. Dec 2017 · 13:55 UTC
I was happy because i did something walking and jumping in my game. You did much more! Good job!
JossComposer
11. Dec 2017 · 11:35 UTC
For a compo, this is a great game :-) well done ! The character is a bit lazy, but apart from that it's quite playable/enjoyable ! GG ;-)
(our game if you want to check out : https://ldjam.com/events/ludum-dare/40/the-darkest-light )
arron-fowler
12. Dec 2017 · 15:04 UTC
I love the look and sound of it. Very good and better than most. The game felt a bit haphazard and in the end I left it after glitching through a block and the soon after to glitch through the floor and remain trapped. Still work to be done, but worthwhile work non the less.
🎤 King Kujito
12. Dec 2017 · 15:10 UTC
@arron-fowler thank you for the comment. Which version were you playing and how was the frame rate when you encountered the bug?
arron-fowler
12. Dec 2017 · 16:17 UTC
@king-kujito it was a little laggy and the web version. My macbook pro is a bit old and tired too...
🎤 King Kujito
12. Dec 2017 · 17:12 UTC
@arron-fowler bad frame rate often causes problems when using raycasts in unity. You can get around this by implementing a slowdown mechanic to replace frame skip... Didn't have time to implement this so I just patched the game to get rid of the lag. I don't really experience any frame drops in the current web version (and I have a lot of tabs open in chrome at all times). Could I ask you what browser you were using?
12. Dec 2017 · 17:55 UTC
--
arron-fowler
12. Dec 2017 · 18:42 UTC
@king-kujito FireFox 48.0.2 on OSX 10.7.5 so not much of a worry for you to fix. I am a bit stuck, my Mac wont die and also I use a piece of discontinued software for my work which I am yet to find an adequate replacement. LD40 has actually been the first heavy challenge to my acceptance of being out of date and I have been looking at new machines!
🎤 King Kujito
12. Dec 2017 · 19:03 UTC
@arron-fowler I see. Good luck with upgrading your gear man :-)
YouBeStrong
14. Dec 2017 · 05:49 UTC
Good job on your compo entry, I especially liked the animation and music!
The main thing I noticed that I would consider changing was when I was changing directions, it felt like it took a lot of time just going from left to right.
Jupiter_Hadley
14. Dec 2017 · 11:57 UTC
Nice graphic style! I included it in my Ludum Dare 40 compilation video series, if you’d like to take a look. :) https://www.youtube.com/watch?v=8s2AmCPVSXQ
Moski
14. Dec 2017 · 17:28 UTC
Turns out they were far too short.

![chrome_2017-12-14_12-19-46.png](///raw/519/z/e950.png)

I've checked both versions (most current and previous one). I'll leave the rating for the older one, but the feedback will be about the latest one, since it's the most relevant to you. That you're updating it shows dedication and a lot of opportunities for a project of this kind, which is fantastic.

I'm a sucker for games that are constantly changing, and I was marveled at how seamlessly the levels switched when finishing them (it took me a while, though, since I died 5 times in a row before finishing a level at all). Going around collecting gold never felt stale, and it all worked up more or less like it should.

I've got some gripes though. Visually, the game looks somewhat inconsistent with all the 2D, 3D, foreground and background 2Ds. Don't get me wrong, it looks great and unique at times, but at others, like in the screenshot, I felt like I was able to hit the enemies, when in reality, I was _just slightly_ above them. Also, many levels forced me to backtrack from the top, which meant taking some leaps of faith not knowing if there were enemies or spikes below. I had a bit more than a few deaths that felt unfair.

All in all, though, great job with this submission. Keep polishing it up, as it is shaping up to be something brimming with potential. [In behalf of my team](twitter.com/whalesandgames), we're looking forward to seeing more of your work in the future! Cheers! :whale:
Decipator
14. Dec 2017 · 18:08 UTC
The game have alot of stuffs implemented, but I'm not pretty sure if it had some time calculated for polishing, by this I mean the movements feel a bit to much high paced and the combat a bit dizzy. But we can see a great effort on this entry. Good Job.
smogen
14. Dec 2017 · 18:08 UTC
Fun game! Love the switch of the surroundings but the controls must be polished a little more.
I also really liked that taking hearts adds armor and the general 2d on 3d style
Good job :)
SubZtep
14. Dec 2017 · 18:25 UTC
I really like the style and I have to say it's better coded than most of the games in this genre :D
🎤 King Kujito
14. Dec 2017 · 19:27 UTC
@Moski thank you for your detailed comment. In your screenshot the block is slightly higher than the grass covered platform. I must've placed it slightly too high... When you're level with small enemies they are within reach though (minor but stupid mistake sorry). I have solved the leap of faith thing in an upcoming patch!
SerpentWorks Games
15. Dec 2017 · 05:17 UTC
You have a really nice concept here, and I love the dedication you've put in. When playing it I found the controls to be a little unintuitive - I'm using to using space to jump, not up - and you slide a little much with the movement, but it's otherwise a solid movement feature set. I really enjoy that as you pick up more gold, the levels change and shift to have more dangers. I would say, that there should be more feedback for when these things happen; I died a few times when I wouldn't have because there were suddenly spikes where I was trying to jump.

The combat is a little awkward, especially with the crouching, but it's got a solid start!

Great job :3
Jonasz999
17. Dec 2017 · 21:35 UTC
Wow! Graphics and background music are just amazing!

The game is well-polished and overall I'm really impressed :wink:
SaphireS
22. Dec 2017 · 18:28 UTC
Love it, incredible what you got out of the short timeframe, especially visuals! Impressive stuff indeed :)