Don't Crawl by NikB
Don't Crawl is a multiplayer platformer game in NES stylistic.
One player controls the hero while the others take control of the monsters in attempts to kill the hero and take their place. The game features online multiplayer and can be played either directly (the "host" player will need to forward a UDP port) or by finding the opponents via "hub".
A game by NikB (@ampersandbear) and @YellowAfterlife.
Music by Sleepnaut (@Chromastranger).
One player controls the hero while the others take control of the monsters in attempts to kill the hero and take their place. The game features online multiplayer and can be played either directly (the "host" player will need to forward a UDP port) or by finding the opponents via "hub".
A game by NikB (@ampersandbear) and @YellowAfterlife.
Music by Sleepnaut (@Chromastranger).
| Windows | http://nikb.itch.io/dont-crawl |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=25962 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.79 | 119 |
| Audio(Jam) | 3.68 | 134 |
| Fun(Jam) | 3.77 | 93 |
| Graphics(Jam) | 3.95 | 250 |
| Innovation(Jam) | 3.48 | 183 |
| Mood(Jam) | 3.53 | 228 |
| Theme(Jam) | 3.45 | 529 |
much fun, can't stop playing
Multiplayer is where the game really comes to life (and compo theme) - the more players you can gather, the more chaotically hilarious it gets as everyone are trying to kill the player.
Definitely going to make a post-jam version with additional levels and/or a level editor.
- graphics
- audio
- practice mode was somewhat cool
The nay:
- tried to get multiplayer to work, but was always connecting forever
- choosing "JOIN PRIVATE" option resulted in crash
- sometimes background was hard to tell apart from terrain
Overall, the game lost a lot in my eyes because I couldn't get it to work in multiplayer mode, which is where the most promising part (and theme execution) lies.
Your game is at 50:18
Afterwards I locally tested the multiplayer. This is a great game which fits the theme 100%!
It's pity that I haven't firends to test FULL POWER of the game =(
* You can now use Up/X/Space to jump as the player.
* The name of current player is now displayed in the corner of the screen.
* The hub is back and now actually works.
* You can now exit back to the main menu via Escape.
* Done some level balancing to eliminate "camping spots".
* No longer using an external DLL for networking functions.
Additional note:
To ensure that everything goes smoothly, check with the players that everyone have stable latency between them before starting the match - the game uses P2P-like structure so the players have connections between each other along with the main connection to the server.
Thanks for the feedback!
Please don't abandon this.
@grywhttl, unfortunately, porting to Mac means purchasing
Mac Developer Program, whic we cannot afford right now. Sorry!
Thanks a lot for all your feedback!
If you use "Host (direct)", you will need to "forward" the chosen port.
If using "multiplayer" (which uses a "hub" server), no further actions are required.
While we won't be able to make separate Mac and Linux ports for some time, the game should run perfectly fine (including online multiplayer) under Wine ( https://www.winehq.org/ ).
The slime dodge on you, birds do not miss a single opportunity to shit on you... lazer trap everywhere!
...and splashes everywhere! :D
I really sucks at this game, but I enjoyed it a lot!
Really good job! Keep it up!
I tried traps versus myself to understand what it coud be on multiplayer.