Ultimate Cave Of Dangers by gaspard

[raw]
made by gaspard for LD 42 (JAM)

Ultimate-Cave-Of-Dangers

Usage

Unix (tested with GCC 6.4)

  1. Clone the project git clone https://github.com/Gaspard--/Ultimate-Cave-Of-Dangers or download as zip
  2. Install the GLFW and the SFML libraries (prefer SFML 2.4.2)
  3. cd into the project directory
  4. Make the release : mkdir release && cd release && cmake .. -DCMAKE_BUILD_TYPE=Release && cd .. && make -C release
  5. Launch the game: ./Ultimate-Cave-Of-Dangers
  6. Enjoy!

Windows

Download the ZIP linked on our itch.io page. Unzip it and launch Ultimate-Cave-Of-Dangers.exe. Enjoy !

Story

This is a Spin-off of our LD38 and LD40 games

A few year before Zombie invade the whole universe, Bob, a normal citizen, is working at mine like each day. After a hardworking day, bob is getting out of mine for a well-deserved rest when, suddenly, he sees a big wave rising from deepness of the mine. After a small sprint, bob can't believe what he sees : an army of zombies in front of him ... Big wave backward, zombies forward ... please help bob to save his life !

Gameplay

  • [WAD]/[ZQD]/[Arrows] -> move right/left, jump
  • Spacebar -> shoot
  • you can walljump (and if you don't, expect to die quickly)
  • you can bounce on barrels

Developers

Music

Special Thanks

  • Arthur Froger, who helped the first day but then got sick.

Ultra-ninja VS Falling Zombies

You can play to the original series just here and here !

Ratings

Overall 1143th 2.792⭐ 26🧑‍⚖️
Fun 1120th 2.614⭐ 24🧑‍⚖️
Innovation 1102th 2.568⭐ 24🧑‍⚖️
Theme 848th 3.182⭐ 24🧑‍⚖️
Graphics 972th 2.833⭐ 26🧑‍⚖️
Audio 230th 3.523⭐ 24🧑‍⚖️
Humor 694th 2.389⭐ 20🧑‍⚖️
Mood 891th 2.738⭐ 23🧑‍⚖️
Given 26🗳️ 12🗨️

Feedback

Nyri0
14. Aug 2018 · 20:45 UTC
The idea is really good and the game is fast-paced and could be great with more time to work on it.

However the controls are hard to handle, don't always work well, and also I didn't manage to use the barrels.
Moreover the installation process is painful because I had to figure out what libraries were missing (hint for those who have to go through this process on Ubuntu: `sudo apt-get install libglfw3-dev libglfw3`, `sudo apt-get install libsfml-dev`, and copy sfml includes in the include dir).

The graphics and the music are cool, it's consistent with what you've done for the previous editions (LD 38 and 40).
Good work overall ;)
batmanasb
21. Aug 2018 · 01:32 UTC
Something is definitely wrong here, the game is way too fast and unplayable. My guess is that you didn't use time-based movement, aka speed*deltatime. On my hefty rig and 100Hz monitor the game runs crazy fast! (can't rate cuz I can't play it)
Marcenat
21. Aug 2018 · 09:55 UTC
Same as @batmanasb the game is hardly playable for me, everything goes way to fast, and the control are sloppy. Also in a platformer, especially when you have to wall jump, putting the jump button on up arrow is cruel, space is way better. Also when I die I have to shut down the game to start again (looking to your code I don't see any gameflow code, I guess you ran out of time).
That being said the idea is cool, and the audio too :)
Megalink
21. Aug 2018 · 10:10 UTC
Very intense! Movement was a bit too fast for my liking, but wall jumping felt great. Music fit the game well, art style was pretty cool too. I think it would be better if the rest of the art was drawn with the simple low res style that the characters are. Good work, really interesting concept. Keep it up!
HAUO
21. Aug 2018 · 10:55 UTC
Have the same issue as batmanasb, i have around 160 fps and the character is crazy fast. Using the Win-version. It looks like it could be rather fun, but at its current state is almost unplayable.
AFlatThrasher
21. Aug 2018 · 15:29 UTC
Good basic concept, but could use as few touches here and there which would make it better. As was mentioned above, the controls are rough. It never felt like I knew exactly how fast I would move and when I would stop. Jumping with the up arrow (especially with wall jump) felt awkward. Running into a zombie sometimes shot me straight down, straight up, or to what felt like a random direction. It was also slightly annoying that I had to close and reopen whenever I died. That said, I did play it quite a few times because, despite the flaws, it was a fun little game. As far as I could determine, you could never be completely stuck, despite the randomness of the level design. I enjoyed killing the zombies when I wasn't flying all over the place and the water constantly rising gave a good feeling of danger.
CristiHKJ
21. Aug 2018 · 17:20 UTC
Great game! Very cool and interesting! :D
afendar
21. Aug 2018 · 19:25 UTC
Super game, for cons it is super hard! the music is a bit strong. On the other hand very happy to discover a new game with the SFML library. Nice work anyway. Continue like this!
Velocity7
22. Aug 2018 · 10:28 UTC
I liked the concept of your game. Good Job
lagrume-masque
22. Aug 2018 · 13:06 UTC
Liked the look of the game but it was really fast and hard and there was no intro/tutorial to tell your player how to play, so I gave up quickly. Also there is no game over screen or retry button. I also had a level where I could only go a few meters away and then got stuck. Controls seem interesting but waaaaay too fast. From what I could see the idea is cool but the game needs polish (menu, tutorial) and balancing.
goudagames
22. Aug 2018 · 15:00 UTC
Very cool concept, a bit to hard for the uninitiated though, at least in my opinion. The controls feel OK, but the walljumping could be a bit better. Didn't get the bouncing on barrels thing. Music is a bit loud.
Omiya Games
22. Aug 2018 · 19:44 UTC
I think the procedural level generation was pretty fun, but due to the slippery controls, and the poor wall-jumping that wouldn't be powerful enough to allow the character to fit through tighter spaces or treck up taller walls, there were frequently cases where my character would die for reasons beyond my control. I think a closer inspection with the controls of the character should be taken, then tightening the platform generation to work with the new control scheme.

And for my part, outside of the kickback from shooting, I didn't feel particularly incentivized to kill zombies. They felt like bullet sponges and not worth the effort.
mapedorr
26. Aug 2018 · 21:57 UTC
Interesting concept, but is hard to have fun due to the controls. It's frustrating.

You already played our game: The legend of the looter and the incredible backpack that never runs out of space, so we can't do anything but thank you.​ 」( ̄▽ ̄」)
suve
27. Aug 2018 · 20:35 UTC
A nice entry, but way too hard. I like the procedural generation of levels - allows you to try again and again until you master the controls, or roll an easier level. It's a bit of a shame there's no game over screen, and that there isn't any sound apart from the music, but either way, it's a fun entry.