Penance: A story of Resistance by JoAMD
Gameplay
https://youtu.be/TVsBXP4IqmQ
Story
Year 2799
A highly advanced earth with superior technology capabilities has a divided society- the elite class and the resistance.
The government is a big conglomerate and Police force work as thugs for the corporates. To aid the less fortunate and hinder the exploitation of corporates, Resistance have been set up in different parts of the world.
Storming of Euralink's Sector 40 base goes awry after being overpowered by the Euralink on Resistance. Eliott's brother, Robin survives a bomb explosion but is critical. Can Eliott find a way to keep him alive?
Controls
Use A and D to move left and right respectively (WASD), use spacebar to jump and wall jump. Hold left mouse button to shoot, shot direction decided by mouse posititon. To push around objects, walk towards them. And spacebar to skip stuff like text and warnings.
The programming was made completely from scratch within these 3 days, art was taken from online sources. We have an awesome story line for the game which we haven't been able to implement in these 3 days. Coming soon.. :p
NOTE: A post Jam version will be released with all the necessary fixes later on
P.S: 1. For Mission 2: use wall jump (see walk-through video above or below screenshots) to scale the parallel walls 2. ~~There's an error in Mission 3 where if you fall into the acid, the screen goes grey~~ (FIXED) 3. ~~Saving progress will be done in the next update~~ (DONE)
Downloads
Microsoft Windows https://joamd.itch.io/penance-a-story-of-resistance
HTML5 (web) https://joamd.itch.io/penance-a-story-of-resistance


Jam Version Gameplay
Wall Jump
At the instant given in the below picture you have to press A + Space to wall jump to the other wall

At the instant given in the below picture you have to press D + Space to wall jump to the higher ground

Ledge Jump
At the instances given in the below pictures you have to press D + Space to wall jump to the higher ground


Credits
Story by Idiculla Kuruvilla
Programming by Joel Antony https://joasus.wixsite.com/portfolio
Menu Background by K Manoranjan
Copyright Info
https://opengameart.org/content/skyriot-sprites
https://opengameart.org/content/energy-ball
https://github.com/real-marco-b/unity-water-shader2d
https://opengameart.org/content/lasers-and-beams
https://www.gameart2d.com/free-sci-fi-platformer-tileset.html
https://opengameart.org/content/2d-sci-fi-platformer-tileset-16x16
https://opengameart.org/content/key-icons
https://www.zapsplat.com/sound-effect-category/game-sounds/
https://www.purple-planet.com
https://opengameart.org/content/dialog-box-0
https://opengameart.org/content/animated-blue-ring-explosion
Walkthrough (Jam Version)
https://youtu.be/HaN9mPN0E4k
P.S : The Post Jam version is easier to play and complete the levels. Dev log indicating changes will be released tomorrow.
Ratings
| Overall | 2291th | 2.911⭐ | 58🧑⚖️ |
| Fun | 2020th | 2.907⭐ | 56🧑⚖️ |
| Innovation | 2325th | 2.564⭐ | 57🧑⚖️ |
| Theme | 2370th | 2.791⭐ | 57🧑⚖️ |
| Mood | 1733th | 3.077⭐ | 54🧑⚖️ |
| Given | 57🗳️ | 91🗨️ |
I'll push a new build with a better jump height. Sorry for the delay
Thanks for the feedback!
The game play feels a bit slow for this type of game.
Great work!
Yea I should work on that in the post jam version.
Slow meaning less action or in terms of movement? :thinking:
Yea, the movement isn't great. I didn't get much time for it since we were just a story writer and a programmer trying to make a game :p
I'll fix it up in the post jam version :muscle:
Thanks for trying out the game :smiley_cat:
Maybe I can try adding a multiplayer coop for later post jam versions :beers:
The only thing is the movement. If you are using C# and Unity's Monobehaviour, I would suggest using transform.Translate() to get a nice sharp left and right (Make sure the value is low. I'm talking 0.5f or something but it also depends on the size of your characters). And for the jump, try rigidbody2D.velocity = new Vector2(rigidbody2D.velocity.x, jumpPower).
I hope you don't mind me commenting like this but I wanted to help with the responsiveness and I like the game. :)
@daimilodev Thanks! :)
Art is from open game art mostly.
Since I used a rigidbody, I was thinking that tranform.Translate() wouldn't be apt, so I used rogodbody.AddForce() instead, and I've just added a better turning feature too.
For jumping as well I used add force but with a constant value and no Time.deltaTime. I will definitely check out the method you told
Yeaa, pushing the box into the acid was inspired from Limbo :heart_eyes:
An incentive to kill the enemies, ah I didnt think of that, maybe coins or a door opening etc, lets see
The UI is totally my bad :sweat_smile: I tend to oversize fonts and the game view in unity is small in my layout, Ill fix it up right away :see_no_evil:
Again, thanks a ton for the feedback and the recorded video :heart_eyes: :muscle:
I'll try the non physics type movement too soon
And yeah we had level design, but mostly put together in a hurry due to lack of time
The story is by the second guy. We didn't get time to implement the whole of it. Its just a bit of the story. More incoming in the post jam version 💪
Also, in the semi cutscene after mission were you able to notice and read the conversations easily?
We didnt have an artist in our team hence the badly chosen art :sweat_smile: We'll keep that in mind next time :muscle:
The world tiles (except the white box in mission 3) are all 16x16 pixels and the character is 64x64 :thinking:
Thanks for the feedback @mantaraytv-games :) We'll make sure we pay attention to that. Ill see if it can be fixed. We don't have artists in the team 😅
I'll try to bring everything up, that hindered me from having fun with yoour game:
- The controls and platforming physics were the biggest ofenders. It felt very stiff and unresponsive to control the main character. Seemed like there were a lot of issues with friction. It's really hard (at least for me) to implement a good platforming engine with the standard Unity2D-Physics. And this felt just like that.
- Shooting also felt very uninspired and there was little to no hit feedback. The enemeies were just shooting away and the player didn't really have possibilities to dodge or aim. So I ended up just standing there and taking the shots until the enemies turned to red blobs. See 'contra' or other retro run and gun games how to get player satisfaction from shooting pixel people :)
- It was clear from the start, that you took free resources for your tilemaps and sprite assets, and it shows, I'm a afraid. The map and the characters don't mix and match well. That way, you will always get that "cobbled together" look. Maybe you can find an asset set from the same artist next time? (or at least assets that fit in terms of pixel resoltion)
Those were my main issues. No need to nitpick other little things, that bugged me, since those up there are major and critical. I hope you can use some of the feedback from the community to improve upon your games in the future!
Cheers
1. Yea i have to try it without the physics, since it's very unresponsive now
2. I forgot about shooting feedback :sweat_smile: Thanks for the example games, will definitely check them out! And one way to dodge the bullet was to jump, maybe I can try a shield mechanic too :thinking:
3. Yeaa we have to take care of that, music and art was from online since we were only a programmer and a storywriter
Will use the feedbacks for more imporvement in games, Thanks a lot again! :muscle:
Also, which version did you play?
Yeah, jumping over the enemy laser might be ok to get away from them and avoid some damage, but since you can't shoot down or in an angle, the only way to kill them is to stand in their line of fire. That's what I meant by that. If you want to limit your shooting like that (it is a valid approach!) then you need to give the player means to avoid incoming damage. Either by additional dodging mechanics, a shield or other means of deflecting the shots. Maybe even tweaking the frequency of enemy fire. I personally can't stand games that deal unavoidable damage to the player. It's usually a sign of bad game design.
I'll also try how aiming with mouse looks like.
Thanks for the feedback! :open_hands:
Firstly, I like pixel art so a platform shooty based on pixel art is right up my alley! I liked the run and gun aspect but because the character/gun itself doesn't seem to point towards the mouse position when shooting gives it an odd feel IMO. Other than that the text dialogs run way too fast for me to be able to read them (Who is Elliot?). Right now, I also feel there isn't much to do except run and jump around. I didn't bother with the first few enemies at all, so maybe you need to create situations where you're forced to fight them in terms of level design.
All in all, I realise the problems with trying to do so many thing in 3 days, so I hope you continue to work on it and look forward to more features and cool things being added to the game. Good luck!
The character should look towards the mouse position when shooting (left or right). Now thinking about it I might have missed that when idling, but when running and shooting it looks correctly.
I have increased the delay in changing text dialogues but we need more tweaks on that so that the players can understand the story better, maybe by making it a full cutscene where the player input is disabled.
Also, Eliott is the protagonist which we control, Robin is his brother who is injured after Mission 1 and we are "keeping him alive". This should be explain at the start of the game. Thanks, I'll note this down :see_no_evil:
We'll be working more on the game! Thanks :muscle:
I just jumped over few first enemies and was totally surprised by the crowd that greeted me later! Audio is very well chosen, I liked how it played with the graphic choices you made and with general theme.
will work on jumping in post jam version
Good job, keep it up!
Edit: Also increase the gravity a bit, because I felt that I was in the air for way too long.
The story isn't properly portrayed in the game yet. Basically we have our hero Eliott and his gang, ie, the resistance which fights against the people in power, headed by Euralink. In mission 1, Robin, Eliott's brother gets badly injured in an explosion, the rest of the missions is meant to help him and get him back safely. The only way to escape is through a jet which is at the enemy headquarters. We had a lot more planned but wasn't able to put it into the story in time. The post jam version will be updated from time to time to gradually include all the story.
The controls are still being revisited in the latest version, same with input direction. Might try out a fully non physics movement too. And yea should try out increasing gravity. He is definitely floaty :p
Still it was fun to play...
As many have said the controls need a lot of improvement. I suggest this tutorial:
https://www.youtube.com/watch?v=dwcT-Dch0bA
Also there is a follow up video for animations.
Pretty standard platformer otherwise