TOS Legends by Strike
Endlessly acclaimed Turrican is pretty famous for being "inspired" by many other games. This has been pushed even further now as a tribute to this beloved ancient time. Let me tell you the legend of the Atari ST games.
All originals sprites have been reworked to turn them into 3D objects modelled with voxels.
And remember... Shoot or die !
Controls
Keyboard
Move left : left arrow / a
Move right : right arrow /d
Jump : up arrow / W
Shoot : (hold) space / left ctrl
Joystick
Move left : left
Move right : right
Jump : button 1
Shoot : (hold) button 2
Power ups
[F] Fast shooting
[S] Spread gun
Collect again to increase power (each weapon has 1 upgrade). Explore to find them all ;)
Art Credits
Turrican
Rick Dangerous
Toki
Another World
All originals sprites have been reworked to turn them into 3D objects modelled with voxels.
And remember... Shoot or die !
Controls
Keyboard
Move left : left arrow / a
Move right : right arrow /d
Jump : up arrow / W
Shoot : (hold) space / left ctrl
Joystick
Move left : left
Move right : right
Jump : button 1
Shoot : (hold) button 2
Power ups
[F] Fast shooting
[S] Spread gun
Collect again to increase power (each weapon has 1 upgrade). Explore to find them all ;)
Art Credits
Turrican
Rick Dangerous
Toki
Another World
| itch.io (Win, Mac, Linux, WebGL) | https://kop-strike.itch.io/tos-legends |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=56894 |
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.
Overall a fun little game that successfully pays tribute to an 'ancient' era of games :)
There is another weapon in the level that you have to find ;)
I also used this opportunity to add that the shoot button can be hold for auto fire.
Also, this redrawing 3D effect is very effective in making a simple platform game look amazing!
Very well done!!! (even if a bit short).
I agree with NoTrueSpaceman, that levels when you change directions less often, would have made the effect more "special". Or maybe if the effect was much more smooth and slow.
Congratulations!
(and thanks for going through the trouble of making a HTML5 build with unity)
I started with the Windows desktop version first. The Windows 1/2 interface look at the start was cool, but I was a little confused as to why the Trash icon exited the game. It would have been even more confusing to me if I had started with the web version of the game first before trying desktop one, because the Trash icon does absolutely nothing on the web version, which would have led me to believe that it would have done nothing on the desktop version as well. Also, maybe it's just my browser, but there's no sound or music in the web version.
For the meat of the game, as fun as it was, it was pretty short. It was also too easy, as the obstacle provided little challenge - enemies, including the boss, had very simplistic AI, and non-enemy obstacles like the 3D boulders and spikes did little damage, which I had expected to take out like 1/3 or all of my life. The power-ups in the game, I found, made the already pretty easy game practically devoid of any challenge. Once I had the spread fire power-up, every enemy was practically dead while I just held the Space key down. I found the score system a little pointless, as it didn't do anything during or at the end of the game (no high score listing, no extra life after 1000 pts for example, etc.). As I mentioned, the 3D stuff was great, but I did find the 3D screen tilting effect to be a little disorienting and, honestly, annoying.
I'm not sure if they're merely bugs in the game, but on certain walls, I could wall hop on them, Mega Man style. I'm just gonna assume it was intended, since it appeared that you had to do this in order to get on certain platforms. Another bug is the boss fight - because it never leaves the 'boss area' boundary and just goes back and forth, I could just stand on a spot to the left without entering said area and blast it with the spread fire weapon, killing it before or not even entering the battle zone.
The ending part was also a little interesting. Unfortunately, I don't understand why the right-to-left, bouncing Marquee text had to move so slowly. I felt that quickly putting the message on a single screen letter-by-letter or making each sentence appear one by one would have been much more effective. The whole reason why I say this is that, whether on the desktop or web version, the bouncing-Marquee-whatever message actually cuts off without finishing and I get brought back to the Windows 1/2 screen.
This game certainly has a lot of potential, but it was just overly short, and it was too easy. I was expecting at least some challenge, but unfortunately I did not find it in this game.
What I didn't like was that the boss was holding and smashing a big woman there?
https://youtu.be/Uwl1b0YJVQ8?t=4m42s
https://youtu.be/EXIvjAAPGOk?t=17s
It's so funny to see that the muscle memory from the first level of Rick Dangerous is still here, so many years after playing it.
I didn't know the end boss reference, thanks for the youtube videos.
I had problems getting used to the controls. I'm always so used to spacebar being jump, not shoot. If you were to make a post LD version, a controls menu could be nice.
I liked the secret area of coins... I died getting back from it.
Other than that, this game was great.
The camera tilting felt a little too fast, I'm not sure, if you're using physics to drive the camera, maybe add some more drag?
I really liked the menu. Really ancient!
Good work on the boulders, you can let them crush your enemies for you, be killed by them or just destroy them right away, it gives a sense of multiple ways of playing the game.
Music is really nice and spot on with the general "style" of the game.
Controls are good, it would be nice to be able to shoot in all directions.
Your take on the theme is interesting and funny.
Game have nice simple platformer gameplay with very very nice sfx! This shooting and hitting sounds make me happy! :)
There is pretty good level design, but there is short way for boss and no motivation to explore? (just to see power ups?))
Good entry for LD, good luck with it!
Make it more levels, more hardcore and good luck!
I think you have the theme covered multiple ways, spikes are pretty ancient technology (I think, based on movies I've seen), so are coins, and Atari.
I disagree with your boulder physics, how do they keep following me and not get stuck anywhere? But then again they wouldn't be much fun if they landed and stayed put...
I like your 2D camera effect, it looks cool. Although I wonder if it would give me a headache or motion sickness after playing for too long haha.
I also like the camera effect were it moves depending which direction your guy is facing.
Over all its a nice game.
The boss can be shot half dead before the wall appears and the boss battle officially starts.
There are graphics glitches, it seems you have some off-by-half-a-pixel problems with your tiles here and there.
Shooting with that gun is cool. I don't recognize the reference, though, if it is one.
The graphics and music are great! I notice the 'Another World' boss scene. It does not fit the first part of the level, though. It looks completely different. I understand that you try to reference a number of different games here, but the change in terrains is very sudden and feels strange.
However - the game is very easy and rather short. This would be okay if the first level was somewhat of a tutorial, but it is the last level, too. I can notice the time constrictions. Maybe you could have passed of this game as a demo version in universe? I do not know if that was a thing for the Atari ST.
I would love to play the "full version" with many more levels. This is carefully crafted, and it's a shame you did not have the time for more content / fine-tuning.