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Ludum Dare 19

December 17th-20th, 2010
Theme: Discovery

More Info: /ludum-dare-19-has-begun/

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Husk - Jonathan Whiting - Competition Entry

A moody (well slightly moody, say.. a kid who dropped his icecream but will probably be bought another one) anti-platformer. It has physicsy items and more rooms and secrets than anyone is likely to bother to see. It also has an ending, so try and complete it! :)

Written in flex (flash) from custom, fairly lightweight, basecode. The physics bits were the biggest pain in the bum as I wrote them from scratch, and they're still not perfect, ah well..

Controls are arrows (or wsad) and space.

EDIT: I've made a few improvements and stuck them in a post-compo build. Most notably there's a bit of a map so navigating isn't quite as difficult. If you want the better experience play the post version, if you want the true reflection of what I manged in the weekend play the pre-version. :)

View Jonathan Whiting's journal. | View all entries by Jonathan Whiting

Ratings

#45Overall3.41
#51Fun3.33
#54Innovation3.31
#56Community3.44
#62Audio2.97
#62Graphics3.31
#70Theme3.42
#133Humor2.09
#140Coolness3%

Comments

superflat says ...
Dec 20, 2010 @ 11:22am

So I realised I totally saw you at CB2, but wasn't sure it was you, until now! Anyway, must say hello next time, will you be about for TIGjam?

Excellent job, this is really interesting. I think with more work on the physics it could be really tight. I like the idea of using a fork-lift type attachment, and I'd love to see more done with it.

Very nice and polished for the timeframe.

Dec 20, 2010 @ 12:06pm

Yeah, sorry, I think I was full on head-down busy at work whilst you were there or I'd have said hi properly. I've got my ticked booked for tigjam, so yes, will be in Cambridge again then. Cheers!

increpare says ...
Dec 20, 2010 @ 6:26pm

Played through it there. I realized once I had the yellow and red blocks to hand (there's a room with the two side by side) that I was some form of god ;)

Controls were ok, but picking stuff up was awkward.

I did feel a bit weird about having to replay so much of the same every time that I died (and there didn't seem to be a convenient way to avoid death on some sections, though maybe I didn't notice some stuff).

Anyway, cool - I'm happy to have played it :)

stevejohnson says ...
Dec 21, 2010 @ 3:40am

I didn't make it through, but I like the moodiness. Suffers a little from "a thousand twisty passages, all alike" syndrome.

wizbane says ...
Dec 21, 2010 @ 5:05am

Pretty cool idea, the audio + visuals set a nice mood, but its hard to keep track of where you are in the level. I wasn't able to finish it. It would be nice to have a meter for your power too.

dock says ...
Dec 21, 2010 @ 1:18pm

Really excellent! It's almost too much fun to mess around with combining objects, I often died because I forgot to pay attention to my power level when digging deep into the walls. In fact, I enjoyed playing more than paying attention to your level design! Awesome atmosphere, reminds me of some of the bleak eighties robot games.

Sos says ...
Dec 21, 2010 @ 7:06pm

Am I a plug?

plams says ...
Dec 21, 2010 @ 9:06pm

Pretty fun. The graphics is reminiscent of those c64 games where you have no idea what it's supposed to look like, but it looks cool :) Moody indeed.

refrag says ...
Dec 21, 2010 @ 9:37pm

Very nice. I really enjoyed playing this. Great work!

ranklar says ...
Dec 22, 2010 @ 5:36am

The first level was great, but the second level was just too big. I got lost and could not figure out where to go after a while. Controlling the scale would have helped increase the longevity of the fun factor. Nice game, I liked it, just a bit of a scale issues past the first level. Needless to say I was not able to finish.

Endurion says ...
Dec 22, 2010 @ 8:04am

Nifty idea, physics are solid.
I got lost in the second level as well, there's a bit too much to do after that first tutorial level. Also, I didn't see no hint of my power level and suddenly stopped.
Love the simple yet intriguing pixelry.

alexlarioza says ...
Dec 22, 2010 @ 7:30pm

I enjoyed the visuals on this one but the game play felt a bit lacking. I liked the combining canisters for effects though.

jonbro says ...
Dec 23, 2010 @ 12:41am

I had difficulty with the scale of the second level. Either a mini map or some type of signage would have been nice. I suppose I could have busted out the graph paper though. I really think that it fit the theme and had a good tension with the battery running out though.

jolle says ...
Dec 23, 2010 @ 9:16pm

This is a pretty cool game. I don't see the point of 'the keeping the robot thing powered' part, it felt more like a distraction. When the game opened up a bit, I easily got lost.

dertom says ...
Dec 24, 2010 @ 2:49pm

Wow,...cool game! Liked it very much!

thristhart says ...
Dec 24, 2010 @ 2:55pm

Interesting. I had no issues keeping the robot alive - at points it almost seemed like I had too many stations easily available. Didn't get lost either. Was a lot of short fun.

Tom 7 says ...
Dec 26, 2010 @ 4:28am

Good game! Though it was at it essence about collecting rods to bomb walls repeatedly, since I was able to move quickly and there was sufficient variety in the way the rooms were decorated and arranged, I enjoyed playing through it. I didn't really make much use of the batteries or gravity-reversal. The music and sound were great for the atmosphere.

Benjamin says ...
Dec 28, 2010 @ 11:07pm

Excellent game, I like the way you made all room look unique with few design elements.

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