The War of Japants by Blobo
You are that last pair of pants in the Ninjean lineage.
It is your job to hunt down as many other pairs of pants as possible, while still being a totally cool ninja. With your belt as your headband, and your holy ninja stars, leap from building to building, scale the towers, and go for the highscore!
this game also features…
A Totally cool background!
Epic Procedural Generation!
A Fancy Ancient mode, setting the game to look like a really old movie! (may slow down performance)
The coolest protagonist you would ever want on a wire coat hanger!
Headband Physics!
Wall Climbing!
The accurate portrayal of putting pants on every day!
And so much more!
Controls : Spacebar, Left Shift
Theme: Two Button Controls
Feel free to post your highscores!
mine is:
Score: 7421 (10734 PostLD)
Enemies: 21
CHANGE LOG: (for post LD versions)
V1: Made game.
V1.1: (First PostLD V.)
-Changed attack button to enter.
-added mountains.
-added belt rankings.
-added a highscore system.
-added a secret.
V1.13:
-fixed some fog issues on the mountains.
V1.14:
-Fixed even more fog issues.
-fixed the placement of some tiles being generated/where they generate the next tile.
-added a new shootable obsticle in the vertical segment
-fixed the AI of the Spearman
-Reduced cooldown on attacks
-Fixed some problems with jumping immedietly after landing.
-Fixed some enemy placements in the mountain segments.
It is your job to hunt down as many other pairs of pants as possible, while still being a totally cool ninja. With your belt as your headband, and your holy ninja stars, leap from building to building, scale the towers, and go for the highscore!
this game also features…
A Totally cool background!
Epic Procedural Generation!
A Fancy Ancient mode, setting the game to look like a really old movie! (may slow down performance)
The coolest protagonist you would ever want on a wire coat hanger!
Headband Physics!
Wall Climbing!
The accurate portrayal of putting pants on every day!
And so much more!
Controls : Spacebar, Left Shift
Theme: Two Button Controls
Feel free to post your highscores!
mine is:
Score: 7421 (10734 PostLD)
Enemies: 21
CHANGE LOG: (for post LD versions)
V1: Made game.
V1.1: (First PostLD V.)
-Changed attack button to enter.
-added mountains.
-added belt rankings.
-added a highscore system.
-added a secret.
V1.13:
-fixed some fog issues on the mountains.
V1.14:
-Fixed even more fog issues.
-fixed the placement of some tiles being generated/where they generate the next tile.
-added a new shootable obsticle in the vertical segment
-fixed the AI of the Spearman
-Reduced cooldown on attacks
-Fixed some problems with jumping immedietly after landing.
-Fixed some enemy placements in the mountain segments.
Ratings
| Coolness | 100% | 1 |
| Overall | 3.06 | 632 |
| Audio | 2.92 | 354 |
| Fun | 2.94 | 639 |
| Graphics | 3.27 | 391 |
| Humor | 3.32 | 130 |
| Innovation | 2.34 | 873 |
| Mood | 3.15 | 351 |
| Theme | 3.56 | 617 |
Nice graphics and music though :)
The game is supposed to be hard.
i honestly dont see how the controls are frustrating or "unusual"
and thanks for all the compliments too! i'll try my best to play all of your guys's games as well. again, thanks for all the feedback!
Overall it's a super nice game! Thanks a lot :)
I recorded when I played it, and I'm uploading the video here: https://youtu.be/ZRJytxC3KD0
I agree with others that this game's really difficult - a ramp-up in difficulty at the start would be a good improvement.
I gave you the highest score i've given any game so far for mood and humor.
Well done.
Something weird on my machine. I open the game, but it doesn't load. Just keep waiting forever...
I did find the jumping to be a bit unresponsive if I tried jumping as soon as I landed on a platform. I don't know if that was intentional, but it definitely made timing harder. Overall though a fun game.
his was a quirky endless runner but it suffers alot from the controls feeling unresponsive. Also, some of the jumps are just not spaced right-- like theyre one tile shorter than the length of the jump.
We also made a very difficult game though so I get it-- you play your own game you get tunnel vision because you play it yourself so many times you start designing challenges for yourself while test playing and as a result the game gets real hard.
...
Okay, so the biggest nuisance is easy to condense into one example: those small platform jumps.
They demonstrate a lot of what needs fixing in this whole experience. I've seen straight up bugs like the player flying inside a wall. There's the classic missing the jump because I wasn't able to predict what was coming. Sometimes I manage to do it and feel like I didn't earn it.
The point about not being able to see it coming implies that the running speed in this game isn't proper for doing these kinds of precise jumps. There's no variation with how heavily you've pressed the jump button either, which is a detail I really feel you should've focused on, since - well - it's only one of two buttons, after all. Plenty of those "little things" that pile up to make me feel like it wasn't my fault I died. And they come back to haunt you on a lesser scale when fighting enemies, for example.
I think the common factor is that the game feels like it's going in fast-forward. This is something that happens with a lot of entries - during testing, the authors get bored of the slowness and ramp up some variables. After a weekend of having gotten used to the speed or difficulty or whatever other adjustable setting, they release the game, and the poor players who are just seeing it for the first time will feel left out of the ride. Having a third party playtester somewhere along the development is the best kind of reality check about what aspects of the design to focus on.
So because of the above points, you'll be resetting a lot. Regardless of how often you die, I'd say there's never a reason for a jam game to return to the title screen. The music restarting with resets is an additional small thing that becomes a big deal over time.
(In fact, I think title screens in LD games are unnecessary altogether. They don't offer any kind of meaningful representation, because a screenshot is more informative in a huge list of games anyway, and the lack of an options menu is simply an exercise in having reasonable default configurations to begin with.)
The graphics are tasteful for the most part. You've got some shader and particle type things going on that aren't overused or distracting. Be careful of pixel-perfect sprites stretching out, though. The only place where I felt like you were being lazy with the sprites was the sudden screenful of monotonous brick tiles in the tunnels.
One trick people easily overlook is fonts. Picking something beyond system fonts is an implementation-wise quick way to bring the visual style to the next level - for a game like this, many of the more readable bitmap fonts on Dafont would be appropriate. Consider the layout as well; place the relevant text to where the player can see it, and try to keep the possible text spawns to a minimum. (Text popping up in the middle of the screen is a bit of a dirty solution, and in this case makes some of it blend with the backgrounds. Better to dedicate some spot on the screen for announcements only.)
...
Hopefully you'll find at least some of my ramblings helpful. Grats for finishing and good luck on future LDs.
Music is not bad but a little repetetive. :)