Lost Earth by Lênon Kramer
===================
DISCLAIMER
Updated to fix some bugs:
- After some feedback I fixed the bug that made the game freeze after the player character died. Now it gives a 2-sec Game Over screen and loads Main Menu screen.
- Fixed the bug that made all the alien ships chase the player from the beginning of the level. Now they only activate when the player comes close. But they still annoyingly manage to pass by the wall tiles. Heck!
===================
#LDJAM
#LD36
This is an Arcade Shoot'em Up. You are van Döniken, a mad scientist trying to find the old mystic planet Earth, where some half-witted sages say was the planet in which Humanity first evolved. And he will have a hard time getting there.
I barely made it.
I built something. In 30 hours, because I had to work on Saturday and had an important exam in Sunday morning. I thought I could beat the challenge, and almost made it to the end.
I switched my project two times, and that made me lose even more time. I only nailed what I would really do today at 3 AM.
The core of the game is there, but I just didn't managed to build a level, nor to implement the power-ups and the variety of weapons and enemies. Not even the SoundFX effects or the animations I made. Much less to put the lore in the game. That's the saddest part, as I made something I thought was interesting.
This is the first game I ever made start-to-end. I really hope to read good feedbacks and constructive criticism. :)
If you see future on this I may even push it forward. :D
:::
CREDITS
Lênon Kramer: Game Design, Programming, 2D Art, Credits Screen's music.
Chocochurros Project: Music (except for the one on Credits Screen).
To see more of the Chocochurros Project: https://www.youtube.com/user/ChocoChur2os [their debut album is coming soon!]
Playlist:
Main Menu:
Zumbis e Reptilianos - Chocochurros
Credits:
Long Road to Sigil - Lênon Kramer
InPlay:
(onLevelLoad) Starships and Zodiac - Chocochurros
(randomAfter) Vertical Avenue - Chocochurros
(randomAfter) Tiger in a Living Room - Chocochurros
(randomAfter) Deserts and Plants - Chocochurros
EDITED: updates to the description text. Added Screenshot of Credits Screen.
DISCLAIMER
Updated to fix some bugs:
- After some feedback I fixed the bug that made the game freeze after the player character died. Now it gives a 2-sec Game Over screen and loads Main Menu screen.
- Fixed the bug that made all the alien ships chase the player from the beginning of the level. Now they only activate when the player comes close. But they still annoyingly manage to pass by the wall tiles. Heck!
===================
#LDJAM
#LD36
This is an Arcade Shoot'em Up. You are van Döniken, a mad scientist trying to find the old mystic planet Earth, where some half-witted sages say was the planet in which Humanity first evolved. And he will have a hard time getting there.
I barely made it.
I built something. In 30 hours, because I had to work on Saturday and had an important exam in Sunday morning. I thought I could beat the challenge, and almost made it to the end.
I switched my project two times, and that made me lose even more time. I only nailed what I would really do today at 3 AM.
The core of the game is there, but I just didn't managed to build a level, nor to implement the power-ups and the variety of weapons and enemies. Not even the SoundFX effects or the animations I made. Much less to put the lore in the game. That's the saddest part, as I made something I thought was interesting.
This is the first game I ever made start-to-end. I really hope to read good feedbacks and constructive criticism. :)
If you see future on this I may even push it forward. :D
:::
CREDITS
Lênon Kramer: Game Design, Programming, 2D Art, Credits Screen's music.
Chocochurros Project: Music (except for the one on Credits Screen).
To see more of the Chocochurros Project: https://www.youtube.com/user/ChocoChur2os [their debut album is coming soon!]
Playlist:
Main Menu:
Zumbis e Reptilianos - Chocochurros
Credits:
Long Road to Sigil - Lênon Kramer
InPlay:
(onLevelLoad) Starships and Zodiac - Chocochurros
(randomAfter) Vertical Avenue - Chocochurros
(randomAfter) Tiger in a Living Room - Chocochurros
(randomAfter) Deserts and Plants - Chocochurros
EDITED: updates to the description text. Added Screenshot of Credits Screen.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.
You are free to put it to the video, I'm uploading to indiexpo right now. :)
I wanted to deliver at least a complete level, but the deadline bit it short. I'm thinking maybe I'll try to program a decent infinite sidescroller generator for the game on the next weeks.
The only issue I had was that the blocks had larger hitboxes on the sides where you could get stuck.
Impressive for a first start-to-finish game in 30 hours.
It's a good start for a challenging platform game.
There is some area for improvement :
Graphics : You should avoid this kind of repetitive texture of brick wall. And a simple background image, or a star scrolling effect could fill this black space.
Level design : Your tiles seems to be placed at random places. You should place them on a grid to avoid the little offsets between them.
Gameplay : The gameplay is too slicky or the platforms are too small. I didn't manage to pass the big pit with the small blocks across it.
Keep the good work !
About the physics, the character needs more friction, but what really worry me is the collision with the ground, it does look like that each tile has collision...
Maybe you should try to separate the graphics of the collision. Draw all tiles first, then create a big hitbox matching that group of tiles. It will be less collisions to check and will end the bug when the character suddenly stop.
Sorry my broken english. ^^
It may a good idea to make a platform game "on ice" like your game. It could be really good. In a way, Sonic made it, but it was not as fast as it could be today.
It is nice to make something playable for a first game. Congratulation.
And the music was cool. ;)
http://imgur.com/87rNHxr
Forte abraço!
But game is not good, you know.
You can easy improve your game with some steps:
[+] create big-long floor colliders separately from visible sprites. And your hero will not stumble.
[+] you can use good https://github.com/prime31/CharacterController2D also
[+] add killing collider under floor. I just fell into the abyss, man.
[+] separate one big level to small levels. It's a bit easier then create a checkpoint system. Anyway, players just ragequite without these features
[+] animations.