Lost Earth by Lênon Kramer

[raw]
made by Lênon Kramer for LD36 (JAM)
===================
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.

Feedback

steph88
30. Aug 2016 · 06:48 UTC
Hi, nice game and congratulations ! Simple mechanics that still offered a decent amount of challenge.We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.

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.
🎤 Lênon Kramer
30. Aug 2016 · 10:55 UTC
Hi steph88. Thanks!

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.
Casevse
30. Aug 2016 · 13:43 UTC
It has to be polished, but the idea behind is interesting. Keep the work up!
yotam180
30. Aug 2016 · 13:49 UTC
Cool game. It's simple and cool, but it's disappointing me for being a jam entry, as it should not take more than the compo time to make. Good work, though!
Aree Vanier
30. Aug 2016 · 13:52 UTC
Fun game with good music.
The only issue I had was that the blocks had larger hitboxes on the sides where you could get stuck.
happy30
30. Aug 2016 · 13:52 UTC
For some reason it froze alot for me. However it looks very promising
leondryaso
30. Aug 2016 · 13:54 UTC
The game needs to be a bit more polished, the music was good but when I got killed (probably) it just looked like the game froze :(
BlueLlama
30. Aug 2016 · 14:11 UTC
Although perhaps a little rough around the edges (slidy movement getting caught on uneven surfaces) It definitely provided challenging platform based gameplay. I think that the addition of extra enemies scattered around the level could have helped.

Impressive for a first start-to-finish game in 30 hours.
TheFlyingSatan
30. Aug 2016 · 15:20 UTC
Rather floaty controls, makes platforming quite difficult. Could've done with some simple animations. The music is neat, though, and the minimalistic level graphics have a certain austerity to them.
Amine Tcherak
30. Aug 2016 · 16:30 UTC
Realy cool game good job
Narkhos
30. Aug 2016 · 21:15 UTC
Hi,

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 !
ramoncb
31. Aug 2016 · 04:02 UTC
Good job! Create a game in only 30 hours, start-to-end, is already a feat! You managed to program by code (no logic-bricks, like in Gamemaker) the gameplay, and made a title screen and put some music!

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. ^^
Damdoshi
31. Aug 2016 · 15:00 UTC
It appeirs that there is a link between the program life and the character life. It frozes when he die.

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. ;)
qikcik
01. Sep 2016 · 11:22 UTC
good game, i like pixel art :D
Daniel
01. Sep 2016 · 13:55 UTC
Nice game simple and fun, keep up with the good work.
RttStudio
01. Sep 2016 · 15:42 UTC
Good game, simple but fun. You should check, when doing floors, maybe make just 1 big collider with many sprite children so the character don't get stuck. Also for the input maybe look for input.getaxisraw. Good entry for a first complete game.
stenol
01. Sep 2016 · 16:06 UTC
Good game. Look very promising. Coontinue your good work !
daveh
01. Sep 2016 · 18:34 UTC
As others mentioned there's some collision issues to be worked on, but otherwise it was playable. Thinking on where you could take it next I think a good addition would be directional shooting given the type of enemy you have currently.
Tijn
01. Sep 2016 · 18:36 UTC
I tried to run the Mac version, but it gives an error on launch :'(

http://imgur.com/87rNHxr
Smiley
01. Sep 2016 · 20:33 UTC
The Mac version says "Can't be opened" :(
vicious_br
02. Sep 2016 · 03:25 UTC
Fala colega, você é brasileiro, não é? Gostei da Sprite do seu game e dos inimigos, continue com o game. Mas os botões estão com a resposta lenta, não sei o que houve, principalmente para entrar no jogo. Talvez equilibrar mais a desaceleração poderia deixar o jogo mais fluido.
Forte abraço!
vicious_br
02. Sep 2016 · 03:26 UTC
ah, experimente meu game: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=36629
Linver
02. Sep 2016 · 17:28 UTC
GJ for the first time.
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.
blubberquark
05. Sep 2016 · 11:31 UTC
The floor feels like ice, not stone. You need more friction or stopping when not moving.