Werewolf Quest by Yrr
[UPDATED POST-JAM TO SLIGHTLY ALTER A CONFUSING LEVEL DESIGN CHOICE AND FIX A CRASH]
You were bitten by a werewolf!
You must use your lycanthropic powers to fight your way through undead hordes to the Alpha Wolf, so that you may kill him and lift your curse!
Powered by the moon, you can leap great heights and unleash devastating combo attacks on your foes.
--Controls
Z - Jump
X - Attack
Left/Right Arrows - Move
Down Arrow - Interact
Space - Pause
--Game may appear blurry on Windows 8 machines(?)
You were bitten by a werewolf!
You must use your lycanthropic powers to fight your way through undead hordes to the Alpha Wolf, so that you may kill him and lift your curse!
Powered by the moon, you can leap great heights and unleash devastating combo attacks on your foes.
--Controls
Z - Jump
X - Attack
Left/Right Arrows - Move
Down Arrow - Interact
Space - Pause
--Game may appear blurry on Windows 8 machines(?)
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.75 | 135 |
| Fun(Jam) | 3.62 | 151 |
| Graphics(Jam) | 3.96 | 242 |
| Innovation(Jam) | 2.99 | 556 |
| Mood(Jam) | 3.28 | 416 |
| Theme(Jam) | 3.76 | 273 |
I have fun to play it. Your idea with moonlight mechanic is good. But enemies spawn too fast, so there no reason to fight with them.
However there seems to be a bug, or I'm missing something.
I can't seem to reach the pink lever.
And I also like the simple and enjoyable gameplay! Well done! :D
looks grea tho!
Liked the mechanics. The health being a Moon Life thing was cool, that made sense. Thought that the bosses were nice little action puzzles too! Also think that the level design is a bit easy and could've used some more depth to it and it also feel like you could have made more use of the fact that you're stronger when your moon bar is full. Maybe even better attacks when it's more full? I thought the idea was cool, but I never had a moment in which I felt more/less powerfull due to the state of my moon bar...
Anyways nice work
This one fits the the theme by the best way on this LD so far.
Love the original gameplay with moon which powerup hero and also HP. Love the bosses! the're looking simple but pretty interesting fights. And exploration soul on whole game. There're no mazes where you shold walk over-and-over. Everything ballanced and thereis much amount of work in this amount of time. Yeah!
I had the linear filtering issue here as well, except I'm on Ubuntu running the exe with Wine so the issue is probably Wine.
The level disign were amazing! The graphics were also pretty good! I really loved that game, but some stuffs bored me, for exemple; the game really should have an backgroud music, that would increase a lot, the way enemies respawn is a little bit weird, and also, the last boss was so damn easy! It should be something really EPIC, but the other boss was harder than that. Overall, 5/5, amazing game.
Great work!
(Correct route is back at the start)
pd: see if there is an interpolation between pixels option ON in game maker that makes it look blurry
I found the third hit in the combo kept missing, making it seem like I jumped instead of attacking.
Also it was far easier just to ignore most of the enemies, especially seeing as they re-spawn so soon.
Low-rez art is great; I especially like the enemy poofs and the skull-bouncer's 2-frames, and minor touches like the dithering variations on the moon and background make a big difference for the overall visual mood.
Level design is great too. Platforming obstacles and enemy frequencies increase in difficulty at a good pace, and area links/platform recycling are effectively managed with the switch/blocks.
Hope to see you again next time!
I played your game because you have a nice avatar.
Just kidding.
Game is blurry on Windows 10 as well. Maybe a limitation of Direct Draw.
I apologise, but I chose the controls based on the most common keyboard layout (z/x/c is fairly standard for qwerty games, as a lot of the LD entries will demonstrate).
Unfortunately some countries use different layouts, i.e. french keyboards are azerty and can't even use wasd controls, but at this point people should really understand that games without key binding can't cater to all keyboards.
If I could get key binding working I would /definitely/ implement it to avoid this issue.
The reason the pink switch on the ledge is confusing, btw, is because there's a stairway of blue blocks leading up to it, leading players to believe that that's why they needed to switch the blue switch and then they are baffled when they find nothing to do once the climb them. These stairs are actually functionally useless and only confuse players, which is actually somewhat clever if that's what you were intending.
A few things that could be improved:
The first and final boss had a little too much HP for my taste.
Please consider adding some alternative controls, using z and x together on a qwertz layout keyboard is very painful.
Obviously, some music would've been nice.