April 29th-May 2nd, 2011
Theme: It’s Dangerous to go Alone! Take this!

More Info: Ludum Dare 20 Has Begun! (Keynote), Theme Voting Results.

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A Tiny Sin

by True Valhalla - Competition Entry

An experimental story-driven arcade shooter made in 48 hours.

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wademcgillis says ...
May 2, 2011 @ 4:00am

The speed at which some of the text fades is quite annoying.

True Valhalla says ...
May 2, 2011 @ 4:25am

I think I will make the still-menu texts fade quicker, seems to be a common complaint.

Gobo says ...
May 2, 2011 @ 8:41pm

The bullets were a bit too small to see, but the graphics were very nice.

True Valhalla says ...
May 3, 2011 @ 12:46am

Thank you.

mintman says ...
May 3, 2011 @ 1:13am

Cool little game with excellent graphics.
The gameplay needs a bit of tweaking - some AI would make it more exciting - as it is, it felt like a bit of a chore to keep circling around to kill the turrets. Perhaps the slow nature of the game fits with the story better, but weaker turrets with longer levels could help pace the player's sense of accomplishment. It also felt weird that I couldn't turn when idle - it felt like I was driving a car rather than piloting a space craft.

(Some minor story spoilers follow)

I thought the story was neat, and I appreciated that it was trying to be subtle. It wasn't clear enough that I could totally fill in the blanks, but I got the lovers torn apart by war idea.
It didn't really work as a motivator for me though. Perhaps because it felt too deliberate in it's attempt to create mystery - just a load of mysterious text that all points at something, but I didn't know who the characters were who were talking and felt little connection to them. It also sounded like a memory, so I felt like I had no ability to change the outcome, and was just grinding through to get a smaller piece of the puzzle. At least it wasn't as frustrating as watching LOST across the six years it took for them to finish the damn story. XD


All in all, good graphics and promising gameplay. Neat story idea that could have been executed a little better.

True Valhalla says ...
May 3, 2011 @ 1:54am

Thanks for the detailed reply.

I agree the AI could have used some more variation - I was intent on adding flying enemy ships, however I didn't have enough time in the end so I settled for the variations I could make with the weapons and AI I had already coded.

The game was certainly build in a way that encouraged a slower pace. While it had action elements, I did want the focus to be on the story so the gameplay had to reflect that. The point of not allowing turning while stopped is because, frankly, encouraging players to stop would disrupt the game tactics I want to encourage. However, I can understand why that might be wanted (much like backwards movement, also purposely restricted).

In regard to the story, I did feel like it delivered enough detail, however with the chaotic gameplay running at the same time I think most players will find it difficult to keep track of the whole story as it progresses.

I have created a page to explain fully what the story is about, if anyone is interested (spoilers!) - http://bit.ly/lcTCkP

I'm kind glad it felt like a memory...it was meant to be the character's self-conscience, and while I can understand it might have felt like "grind to unlock the next part", it wasn't my intention to offer the player a chance to alter the outcome. Granted, it's more like a straightforward story rather than a choose-your-own adventure.

Anyway thanks again for the feedback, and I hope you enjoyed the game =)

May 4, 2011 @ 6:19am

Very nice aesthetic. A starfield for motion reference would be a good addition, I got disoriented a fair bit. Perhaps the squares indicating enemies could get larger based on their distance to player.

Congrats on clearing the LD. :)

True Valhalla says ...
May 5, 2011 @ 12:52am

Thanks for the feedback =)

nilstastic says ...
May 5, 2011 @ 10:47am

What i liked
+ The graphics - very nice!
+ Controls - Liked how i could control the gun with the mouse
+ Upgrades - Big motivation for me to continue playing, wondering what's next. :)

What i did not like
- Weapons - hard to see, just 1px size?
- No Sound?
- Controls - lacked the spaceship feeling

All in all, good game! =)

True Valhalla says ...
May 6, 2011 @ 1:25am

Thanks for playing, nilstastic :D

TellusE says ...
May 6, 2011 @ 6:25pm

The graphics were beautiful. If the enemies were also somewhat mobile (the bullets perhaps a bit larger) then I think this could really be a semi-psychotropic experience to remember. I felt the screen space was a bit too small for the gameplay, though, giving me very little reaction time when just meeting enemies.

True Valhalla says ...
May 6, 2011 @ 11:52pm

I appreciate the feedback TellusE, I agree with your points. Thanks for playing :)

Danik says ...
May 7, 2011 @ 7:40pm

Some sort of background particles or image would help give a sense of speed, it was a little hard to know how fast you were going.
The gameplay was somewhat monotome, and not very challenging. Adding enemies that followed the player might make it more interesting. At the same time, there is a lot of narrative that you don't want to miss...
Perhaps the narrative should be played out in between the levels instead.

The story was intriuging, and the graphics nice to look at. Also a good take on the theme. Over all a strong entry!

alexlarioza says ...
May 10, 2011 @ 12:24am

The text fades a bit to slow and the bullets are too small/dull. (as mentioned by previous comments) It does have a very clean look though.

May 12, 2011 @ 6:23am

Quite impressive (especially for game maker). I really like the swirly numbers.

True Valhalla says ...
May 12, 2011 @ 6:54am

Thanks for the positive comments.

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