Elden by red-fan-games

[raw]
made by red-fan-games for LD 40 (COMPO)

ELDEN

ld40screen2.png ld40screen3.png ld40screen1.png title2.png A game by Jonathan Hurley

LOOK WITH THE MOUSE

WATCH BEFORE YOU PLAY https://www.youtube.com/watch?v=flA_1tdzHiE

EDIT OPTIONS(MOUSE SENSITIVITY,ETC.) IN fn1/config.lua

PLEASE DO NOT RATE IF IT DOESNT WORK FOR YOU

Ratings

Overall 651th 3.377⭐ 55🧑‍⚖️
Fun 764th 3.083⭐ 56🧑‍⚖️
Innovation 896th 2.798⭐ 54🧑‍⚖️
Theme 1012th 2.74⭐ 52🧑‍⚖️
Graphics 292th 3.972⭐ 56🧑‍⚖️
Audio 385th 3.33⭐ 52🧑‍⚖️
Mood 164th 3.824⭐ 53🧑‍⚖️
Given 20🗳️ 12🗨️

Feedback

Kappa.B
05. Dec 2017 · 22:04 UTC
Looks beautiful unfortunately I can’t play it. Im using a mac atm.
ahintoflime
05. Dec 2017 · 22:09 UTC
Awesome looking game. Like a super low-res quake-meets-devil-daggers. I couldn't really understand the level well. There were things to jump on but i failed most jumps. I also found the sensitivity extremely low. But dope visual/audio design.
Blizary
05. Dec 2017 · 22:18 UTC
Amazing graphics, the game feel is really good. I would just suggest to reduce the health pool of the enemies at least for the 1st round. I took a lot of time spamming attack.
Roka Josh
05. Dec 2017 · 22:29 UTC
Really nice art and music style, and the game itself feels well designed and smooth, can be a bit confusing at times however, but overall superb job!
Fluffi
05. Dec 2017 · 23:46 UTC
really doomy. It creates a nice little horror feel and looks crazy.
dawik9000
06. Dec 2017 · 00:09 UTC
Everything felt/looked/sounded awesome, only issue is that it didnt really follow the jam theme, but awesome game nonetheless
Sarrixx
06. Dec 2017 · 06:55 UTC
Really cool you've made another game like this but it suffers from a lot of the flaws your LD39 entry suffered from.
First of all the lighting was really poor, so it was hard to tell where the edges of the levels were.
Secondly, starting the game in a narrow hallway with enemies both in front and behind you makes it frustrating to start out because sometimes they'll leap straight onto you before you even have a chance to try and get past them.
Thirdly an ammo counter should definitely be included in this game because it's annoying as hell to run out of ammo and have to run all the way back to respawn without being able to shoot - having an ammo counter would allow the player to plan their route back to the ammo cave ahead of time. And fourth there are some random ramps in this level that seem to serve no purpose, as you can't really move up them because them cut your speed right down. The ramps also render from one side only, so there were quite a few times where I got stuck running into something even though it appeared as if nothing was in front of me.
And lastly I had the same issue with the sound as I had for your entry in LD39, so the audio wasn't working for me.

But nice job making another game like this, it definitely stands out from the crowd!
🎤 red-fan-games
06. Dec 2017 · 11:51 UTC
@sarrixx
Try downloading this: https://www.openal.org/downloads/oalinst.zip
and running oalinst.exe
cogcomp
06. Dec 2017 · 21:10 UTC
Wow ok that was hard. Ok, maybe I'm just no good at this type of game but I had to dodge the first two enemies to get anywhere and then I still got slaughtered real fast after kill those two from behind. It's quite dark, but that actually works pretty well.
Annie Owl
06. Dec 2017 · 23:57 UTC
Oh man, this game looks so interesting, but my crappy notebook dosen't support some of the shaders you use :disappointed: I get the error "ERROR: 0:2: '' : extension 'GL_EXT_texture_array' is not supported" when i launch the game.
Grentacular
07. Dec 2017 · 01:19 UTC
This was certainly different! I liked the graphical style and the sound design; reminded me of old Quake-style shooters. It was a little hard at first, but then I figured out that I could send the big guys leaping off the edge. That first corridor was pretty brutal, though; even after I was used to it, I'd still get hit like one in every four times I spawned. I liked that the respawn was quick since dying was a frequent thing, though it did mean sometimes I wasn't quite sure how I actually died. I think I beat it? I killed all the things I could see, bu there were so many skulls that some may have gotten lost. Ultimately I feel like the level design was kind of weird and hindering to play. The fact that some platforms only rendered from one side was annoying, and the one platform that was exactly at eye level (the one on the right when looking from spawn) was impossible to see until it was already blocking my path. The "shoot the ground to be propelled" mechanic was fun to play with, but I didn't get much use out of it while actually trying to stay alive. Finally, There definitely needs to be some kind of ammo indicator, because I often ran out of ammo at rather inconvenient times (though there was plenty of gore to pick up, so finding more wasn't usually an issue).

I did like everything else about the game, especially the lighting (and how it changed after you killed the first two enemies). This is quite a feat for a 72 hour jam. Nice work!
ManBeardGames
08. Dec 2017 · 02:10 UTC
Love the throwback to old school shooters. Controls well, and graphics are definitely on point with the look you're going for. I kept getting hung when respawning due to one of them being right there with me. I also wasn't sure at first that I was actually dying and respawning each time when I'd get hit. There wasn't anything to indicate that I died and respawned, just the immediate being back in the beginning corridor area.
jasperarmstrong
08. Dec 2017 · 20:06 UTC
Not going to rate because I couldn't get it to run on my Mac, but from what I've seen on a few different streams, this looks really cool. I'm not sure what obstacles there are in making a Mac build with the libraries you've used, but if it's possible and you end up making a Mac build, please let me know :).
🎤 red-fan-games
08. Dec 2017 · 23:09 UTC
@jasperarmstrong

The engine is written to be portable and I can port it to windows from linux because I have a windows machine. I do not have a mac to compile on so I cannot make a mac build.
arly
10. Dec 2017 · 03:19 UTC
Very unique and awesome graphics - I think some more attention to the level design/user experience would really solidify the game, such as ramping up the enemy health over time (I wasn't sure if the big guys were invincible at the start) and making it so the player doesn't spawn with an enemy behind them. Also, maybe some torches could help with marking the edges of the map so falling off the map doesn't feel as random, especially since speed plays a big role in the movement. Really awesome overall!
terryg
12. Dec 2017 · 04:39 UTC
Great retro graphics. I had to launch it from the command prompt to force it to know the current directory. Kinda Dark Souls hard. Hard to tell where I was in the level. I finally found a corner where I could kill the Yettis. Here's my live stream of it: https://www.twitch.tv/videos/208824772?t=00h43m49s
jenninexus
12. Dec 2017 · 06:49 UTC
Amazing job! Impressed by your innovation & having built your own engine in addition to making your own scary monster sfx :-D https://www.twitch.tv/videos/208828273?t=00h46m24s Cheers!
PhilStrahl
17. Dec 2017 · 18:08 UTC
I played Elden and had a hard time with it, but I liked the Quake-like visuals. Maybe have some kind of difficulty curve as right now it's a steep cliff ;) https://youtu.be/BgkQxnrr8sU
Nanda
18. Dec 2017 · 23:29 UTC
It's way too hard for me, but I love the concept and the artstyle
Patrick
23. Dec 2017 · 02:42 UTC
I liked the strong Quake feel to the game.