April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
Our first Ludum Dare entry! We wish we could have polished it further and added a few assets to further the experience. Nevertheless, we are very happy with how it turned out. Explore the world and tell us what you think. Play to the end to discover how the game relates to the theme.
Controls:
WASD : Movement
Space bar: Jump/Glide
E: lock Screen for grappling hook
Dylan Craig - Character Modeller, Texture Artist, Designer, Narrower of Scope
Greg Rogers - Level Designer, Systems Designer, Narrative Designer, Modeller
Owen Cook - Level Designer, Systems Designer, Narrative Designer, Modeller
Keenan Cole - Programmer, Designer, Broadener of Horizons
Programs Used:
Unity3d
Cinema4D 12
Photoshop CS5
Programmed in Javascript
Downloads and Links
Ratings
![]() | Coolness | 65% |
#91 | Graphics(Jam) | 3.59 |
#127 | Mood(Jam) | 2.82 |
#136 | Overall(Jam) | 2.97 |
#147 | Innovation(Jam) | 2.80 |
#151 | Humor(Jam) | 2.13 |
#156 | Audio(Jam) | 2.35 |
#162 | Fun(Jam) | 2.60 |
#172 | Theme(Jam) | 2.63 |
Comments
Whoops! Went through the game without knowing about the grappling hook or glide that you mention in the info, just relying on the (to avoid spoiling) huge jumps to get around.
Impressive length, and interesting story--although I think I was just a little too confused about the intro. The sound is pretty good, although for me, at least, the walking sound prior to the "big jumps" cut in abruptly and left abruptly, which was kinda weird.
I was also going to suggest having some sort of mechanism to accelerate the rate of "big jumps", but now that I know there's a grappling hook and glide, that's probably not necessary.
All in all, nice game. Enjoyed playing it, and enjoyed your take on the theme. I knew what was going on, but I somehow didn't guess what was actually happening!
You know for a tiny world that was actually a huge in-game world :D
I managed to get to the end and it was really fun. I liked the different game mechanics even though they feel a little bit unpolished.
The 2d assets and textures in particular are nice in that thick pseudo-cell-shaded style.
Some very nice unity3d work here, Played to the end, I may have missed some red bits along the way. Had some challenging areas, the vertical chute was a nice bit. Took me a moment to figure out what was causing the massive umps then I noticed the graphical cues so I could take advanatage of the massive jumps. Did I mention that it's very nicely styled? Good work, nice platformy game.
Nice game!! A large level! It took me.. almost 20 min, maybe? Not sure.
Though the first part, I played it from a top-down view, as I didn't know I could move the camera angle... LOL
It got a bit boring at the end. Maybe because there weren't red ropes to get. Maybe some foes would have given more 'life' to the game.
To sum up, a very large level to play, which could be great if it was more fun, nice graphics, and maybe lacks some sounds.
I also wonder, why does it jump so high every 15 seconds? A human it's shaking the snowball?
Great work!!
It didn't seem like collecting the red was really necessary to complete the game?
The theme is a nice idea, but I don't think you tell it very well with the gameplay.
Nice work! The platforming was somewhat painful (specifically the areas that required the updraft). It would be nice to still have the mouselook while grappled on an object, though (in case you can't let go to look around). The theme really came together in the end.
Gliding was really cool, not sold on the grpling hook idea so much. Overall very fun. Was kinda sad when I realized I could just jump up the walls though if they had any angle at all.
Always like these kinda jump maps in good old counterstrike. Good graphics and effects.
I liked the game! It's fun, I liked the big world and the graphics were decent. However, having such an important mechanic dependent on time instead of the player's control isn't very fun. And it would've been nice to have a little more sound than the single sound effect before the "big jumps".
[Comments and ratings from this account come from various team members]
Very charming game but I felt that a lot of it could be bypassed by just waiting for the stomp and other parts involved just you waiting for the stomp to proceed. Also the grappling hook sections seemed a bit wierd at places and there were a few graphical glitches. Other than that though like I said this was quite charming and great for the time limit you guys had. Very cool to see you guys tackle a 3D game of this scope. Good work :)
Good job! I liked the fact that someone here actually uses cursor locking too! :P Though the sensitivity was a little low, and he needed an idle animation--whenever he wasn't doing anything he just kept the same pose.
The audio could've been a little better too, but overall good job getting it complete!
Good audio effects. I felt very out of proportion to the rest of the world.
Wow this place is huge! Nice little world you made here. I like it.
I got to the end without using the grappling hook, didn't even know it was there. So maybe some in game tutorials like you did for the glide.
I didn't hear any audio though. I wonder why.
*spoilers* And is the reason why we keep flying in the air because of what we find out in the end?!
Very nice game, took a few minutes to get the hang of it, but really nice world you made!
the idea is decent, though i didn't get past the first ravine. and those random windblows making you jump high didn't really make sense.
Damn it, I really tried! But I couldn't get to the end of the game. Got bored/annoyed too soon, mechanics are fuzzy and controls and sound are annoying. The world seems never ending though it was supposed to be a tiny world, right?
Passed that, I loved the graphics and the story at the beginning is lovely! The idea of using the scarf as a grappling hook is awesome too!
I say good work! More polishing on gameplay would've been nice though. =)
My favourite part of this game was simply exploring and seeing what was over the next ledge.
I kind of agree with EricTheCoolDude about the wind being time-dependent, because the flow of movement is important and at certain times I was just waiting for the wind to blow me upward. You could consider having the 'wind' a constant thing that the player can use whenever he wishes. It could still blow slightly stronger in one direction so that the player gets a bonus if they time it right. Having other ways of moving (e.g. downhill skiing) would be cool too.
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Ah it's nice to see a 3D game!