Nullified by Coda Highland
Nullified
You are the Antivirus, protecting your system from threats and attacks.
But one day, the most powerful virus you've ever seen strikes, crashing your system and corrupting your data. You manage to escape, but there's only enough bandwidth to save your core program before you lose your connection. Now, you must traverse the network, collect new utilities, recompile yourself, and return to your home server to purge the worm from it once and for all!
How to Play
Controls:
- Move: Arrow keys
- Jump: Space or C
- Boost: Space or C (in air) (requires Booster)
- Slash: Z (requires Melee)
- Shoot: X (requires Ranged)
- Drill: Down+Z (in air) (requires Melee and Charger)
- Quarantine: Down+Z (requires Ranged and Charger)
Utilities:
- Signal Amplifier: Hidden somewhere in the network. Protects against corruption damage.
- Melee: Found in the first server. Enables a sword attack.
- Ranged: Enables a blaster attack.
- Charger: Adds special abilities to the Melee and Ranged weapons.
- Booster: Enables limited flight.
- Health Boost: Increases your maximum health. 8 in all.
- Armor: Reduces damage received.
If you return to your home server through the red hyperlink portal before collecting the Signal Amplifier, the corruption there will cause you to steadily lose health until you retreat.
The yellow "!" blocks can be broken with the Drill. The green circle blocks can be broken with Quarantine.
Having Trouble?
If you want to speed things along and get a feel for the game without having to go through the exploration process, use this cheat code: While holding Up, type ZCZX.
License
Copyright (c) 2019 Adam Higerd and Francisco. Portions (c) 2017-2018 Austin Allman. Music (c) 1999-2019 Adam Higerd.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.!
Ratings
| Overall | 792th | 3.2⭐ | 27🧑⚖️ |
| Fun | 812th | 2.96⭐ | 27🧑⚖️ |
| Innovation | 933th | 2.667⭐ | 26🧑⚖️ |
| Theme | 783th | 3⭐ | 27🧑⚖️ |
| Graphics | 363th | 3.82⭐ | 27🧑⚖️ |
| Audio | 402th | 3.292⭐ | 26🧑⚖️ |
| Humor | 719th | 2.375⭐ | 22🧑⚖️ |
| Mood | 692th | 3.182⭐ | 24🧑⚖️ |
| Given | 26🗳️ | 18🗨️ |
We'll be doing a postjam version!
Yeah, I know about the clipping bug; my character controller was designed for characters the same height as a terrain tile, and I decided to focus on getting the game done instead of fixing the issue. I'd never gotten permanently stuck from it, though.
I was hoping to have an intro/tutorial section; I thought it would be really good for engaging the player if you could start out with most of the powers exploring the red server before the worm arrived, and then the signal corruption damage would start and force you to run away, and then there would be a little bit of exposition to explain what happened and what you needed to do. Unfortunately, I lost a few hours during the weekend so I didn't have time to flesh it out the way I wanted.
Good luck and have fun !
1 - Mechanics and Learning:
The mechanics of gaining new skills by finding collectibles at specific points in the stage (enabling the redefinition of all gameplay at each step and the ability to return to old maps to clear areas) is an interesting proposition.
It didn't take long to understand how to use each skill I collected (I would focus on giving more feedback on what is collected, with some marker on the canvas, which would allow me to explain without having to describe it verbatim on the screen).
2 - Flow:
Having missed the game canvas, life bar, and map so much, I quickly felt anxious and bored (at the same time).
The mechanics were very well developed and I had a great time when I started being able to defeat the most common enemies.
3 - Narrative and Polishing:
I missed narrative within the game (not talking about the explanatory text on the outside).
I believe that in Ludum Dare time it looks great, so it is a suggestion to make the gaming experience even better.
I really liked the graphic art of mobs (I think it is a strong point, I would suggest expanding to more mobs (maybe I have come to some part of the game not allowed me to see them all, I must have seen four or five types).
Music can become repetitive after about ten to fifteen minutes of playing (which increases anxiety about not being able to move forward, a minimap could make it a lot better, and on the part of the sound could soften the music a bit, letting that beat more. accelerated to more tense stages).
Anyway the whole artistic part is to be congratulated for jam time.
4 - Culture:
With greater narrative development comes greater cultural appeal (either by redesigning a narrative, or by better spelling it out through elements in stage).
The main character resembles some robot models (which can be a hook that attracts people who like technology and / or science fiction).
If you delve into this, the nix can be searched (groups in social networks and forums), allowing to deliver the game (or at least mention it by these places).
If you create a Facebook page invite me to like it. ^^
5 - Monetization:
I think with minimap or a new level design (which is quite interesting but could be less labyrinthic (between stages)). Or even adding leveling system for the character to advance in their own abilities ...
With such improvements, if it were in the team's interest, the game could be sold (without ads) to PC in game stores.
We had plans for at least two other enemy types, but getting the final boss implemented was a much higher priority.
I wanted to do a lot more with the music but the composer that helped me last time wasn't available this time.
Gogogo! o/
I did run into a few issues. First try I didn't know there were randomized levels and I got a map where I couldn't go anywhere... so that was a bit confusing. I mean, litterally... I could go about 1½ screen to the right, jump down a level below and all I would find were enclosing walls - so the the random generation needs to be looked into. Restarted the game and found a much better map. There was also some clipping issues on the platforms I felt and the hitboxes seemed a bit weird.
Still a great idea and nice story. I liked it.