Rolla Grolla Arena by Xanjos
Desktop versions are probably recommended as the WebGL version may have some stability issues.
Updates:
17/12/15 - Fixed a minor typo where the instructions were actually written the wrong way.
20/12/15 - Took out the unnecessary debug files from the Windows build so the download size is much smaller now :)
IMPORTANT STUFF:
This is a multiplayer game which requires at least 2 people to play so grab a friend/sibling/relative/etc. (The game supports up to 4 people so the more the merrier)
Controllers are most definitely recommended for this game (I haven't accounted for sudden controller disconnections though so do be aware).
If you're playing the desktop version, I recommend not to change the controls when you start the game up.
And here we are with Ludum Dare Entry "Lucky" Number 7.
After using a different game engine last Ludum Dare, this time I've gone back to my usual choice of using Unity. Since this is the first (and probably only) time there's been two themes for this Ludum Dare, I wanted to create something that makes use of both themes.
This is also the first time I made a multiplayer entry for a game jam(Although to be fair I did make a 2 player game for MiniLD 58 -the only difference is this one supports more than 2 players-)and the first time I've created a game with multiple controller support out of the box (although it was a bit of a hassle trying to map inputs properly since not all controllers have the same button mappings).
There may be some slight issues with collisions as the physics system is a bit buggy in Unity 5.3 otherwise it's perfectly playable.
Mac and Linux builds are available on my GameJolt and itch.io pages.
Don't forget to leave a comment as well so I can play and rate your entries too :)
Controls:
Left Accel: Q/A/Left Arrrow/LB(Xbox Controller)/L1 (PS4 Controller)
Right Accel: D/Right Arrow/RB (Xbox Controller)/R1 (PS4 Controller)
To jump, press both buttons at the same time.
Game has been tested with Xbox and PS4 pads but other controllers should work. Just find out which is Button 4(Windows/Linux) or 13(Mac) for Left Accel and Button 5(Windows/Linux) or 14(Mac) for Right Accel.
Instructions:
Press the Left Accel button to move your ball to the left
Press the Right Accel button to move your ball to the right
Press both Left Accel and Right Accel to make your ball jump
Your ball grows in size when you are moving and shrink when you are not
Survive for as long as possible by knocking opposing balls out of the arena.
Every time your ball is knocked out of the arena, you lose some energy and will respawn in 3 seconds
If you run out of energy then you cannot respawn and therefore you are out of the game
The last ball standing wins
Tools Used:
Language: C#
IDE: Visual Studio
Library/Framework: Unity
Sounds: bfxr, BoscaCoeil
Updates:
17/12/15 - Fixed a minor typo where the instructions were actually written the wrong way.
20/12/15 - Took out the unnecessary debug files from the Windows build so the download size is much smaller now :)
IMPORTANT STUFF:
This is a multiplayer game which requires at least 2 people to play so grab a friend/sibling/relative/etc. (The game supports up to 4 people so the more the merrier)
Controllers are most definitely recommended for this game (I haven't accounted for sudden controller disconnections though so do be aware).
If you're playing the desktop version, I recommend not to change the controls when you start the game up.
And here we are with Ludum Dare Entry "Lucky" Number 7.
After using a different game engine last Ludum Dare, this time I've gone back to my usual choice of using Unity. Since this is the first (and probably only) time there's been two themes for this Ludum Dare, I wanted to create something that makes use of both themes.
This is also the first time I made a multiplayer entry for a game jam(Although to be fair I did make a 2 player game for MiniLD 58 -the only difference is this one supports more than 2 players-)and the first time I've created a game with multiple controller support out of the box (although it was a bit of a hassle trying to map inputs properly since not all controllers have the same button mappings).
There may be some slight issues with collisions as the physics system is a bit buggy in Unity 5.3 otherwise it's perfectly playable.
Mac and Linux builds are available on my GameJolt and itch.io pages.
Don't forget to leave a comment as well so I can play and rate your entries too :)
Controls:
Left Accel: Q/A/Left Arrrow/LB(Xbox Controller)/L1 (PS4 Controller)
Right Accel: D/Right Arrow/RB (Xbox Controller)/R1 (PS4 Controller)
To jump, press both buttons at the same time.
Game has been tested with Xbox and PS4 pads but other controllers should work. Just find out which is Button 4(Windows/Linux) or 13(Mac) for Left Accel and Button 5(Windows/Linux) or 14(Mac) for Right Accel.
Instructions:
Press the Left Accel button to move your ball to the left
Press the Right Accel button to move your ball to the right
Press both Left Accel and Right Accel to make your ball jump
Your ball grows in size when you are moving and shrink when you are not
Survive for as long as possible by knocking opposing balls out of the arena.
Every time your ball is knocked out of the arena, you lose some energy and will respawn in 3 seconds
If you run out of energy then you cannot respawn and therefore you are out of the game
The last ball standing wins
Tools Used:
Language: C#
IDE: Visual Studio
Library/Framework: Unity
Sounds: bfxr, BoscaCoeil
| HTML5/WebGL (Slightly Unstable!) | https://itch.io/embed-upload/136524?color=ffffff |
| Windows | http://bit.ly/1Rl7ObP |
| itch.io | http://xanjos.itch.io/rolla-grolla-arena |
| GameJolt | http://gamejolt.com/games/rolla-grolla-arena/113938 |
| PostMortem | https://xanjos.wordpress.com/2015/12/26/rolla-grolla-arena-post-mortem/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=21201 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 2.84 | 910 |
| Audio(Jam) | 1.89 | 715 |
| Fun(Jam) | 3.03 | 619 |
| Innovation(Jam) | 2.93 | 663 |
| Theme(Jam) | 3.75 | 442 |
Good job!
The idea was fun, I can imagine two or three people playing this for a few minutes.
Very fun to play!
Some kind of AI to play against would have been nice though.
Also, the controls in the menu were reversed for me (Firefox 42, Web version embedded on this page). So I had to press right to mark as ready and left to cancel. In the game itself everything was as it should be.
Also, the music gets quite samey after a while, some kind of option to turn it off / down would have been nice :)
- The controls don't feel "tight", I don't feel like I am in control of my character. The initial startup speed is slow for too long and the top speed is mad, and turning around isn't even an option really once you get going.
- The jump is unreliable - It seems you have to release both buttons at *exactly* the same time - the exact same frame, which is unrealistic for anyone to consistently do, which means frustration. I suggest a solve by flagging when both buttons are down, then flagging when both buttons are released, to trigger the jump.
And even then multiplayer games are tough for LD! It's hard to get a feel for it for players!
That's cool to play with controler, i love that :D
May be with more time you can add Bots for play alone :)
For me it's a funny super smash bros :D
Wish we could try it 4 player!
But I have to say, the very short music loop went on my nerves pretty quickly :) [I really shouldn't complain, I can't do it any better.. that's why my sheep don't have background music.]
Also the webversion seems to be oversized by just a few pixels in chrome (you get scrollbars around the game).
The concept might be a bit too shallow, just moving left and right on a versus platformer doesn't give the players many strategic options. Control isn't really polished, and playing the game is kinda confusing.
Congrats on finishing the jam and making the game!
- friends
D:
Sound... well that needs some changing. :)
Give me the feel of smash bros, if there are AIs can play with would be better.
Below is a link to the post with details, and you can find out my opinion of your game in the video as I play!
http://ludumdare.com/compo/2015/12/29/lets-play-ludum-dare-34-episode-04/
But, dude...
...you made an Super Smash Bros in 3 days!
Seriously. I just discovered that channel called "Extra Credits" on Youtube, saw them first on the Unity site. In on of the videos, they talk about "minimum viable product".
Your game is a little above of "minimum" accordingly with their idea, but, that's it, your game is that game's core.
If you want to see it...
https://www.youtube.com/watch?v=UvCri1tqIxQ
Very interesting idea gameplay wise. The controls were well done, I like how you solved the jumping and moving problem. Better than what I came up with, hahaha. As said before, the music loop is awful. The sound effects are nice though.