August 24th-27th 2012 :: Theme: Evolution

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Star's Requiem

by davisan - 48 Hour Compo Entry

A 2D platform and space shooter game.
Unfortunately it's unfinished.. I can't conclude the story to explain the theme and explore the evolution of the characters.. but it's ok! :D

Also check these videos made in Saturday
Progress #1: http://www.youtube.com/watch?v=MtMpnA4aeNw
Progress #2: http://www.youtube.com/watch?v=LQSryBqOa8c

08/29 - I added a post-compo version. Includes correction in the text, skip button (space) for the cutscenes, made changes in the level 01 to be more easier, added a level selection and changeg the shooting patterns of the enemies and the player.

Downloads and Links


Ratings

Coolness57%
#100Mood3.30
#143Audio3.14
#407Graphics2.83
#465Innovation2.62
#541Humor1.60
#577Overall2.59
#674Fun2.03
#686Theme1.84

Comments

Aug 27, 2012 @ 2:46am

I like it! The style is awesome and the music fits!

madameberry says ...
Aug 27, 2012 @ 3:19am

The beginning dragged on a bit. The shmup sections were pretty great, but the platforming sections felt awkward. It felt like I was trying to walk and jump underwater or something. Plus they had some kind of Flintstones feet going on there...

Desi Quintans says ...
Aug 27, 2012 @ 4:24am

I had some slowdown in the SHMUP bit (Firefox, overclocked quad core, 8GB RAM), and the movement sensation in the sidescrolling sections felt very loose. I would have liked to see more of your story if you had placed your text in a more prominent location (like middle-bottom, which is standard), and made it print instantly.

FrederickK says ...
Aug 27, 2012 @ 10:33pm

I think you tried a lot of things and end up running out of time, well, it is ok, it happens.
I liked that it starts with a very dark mood and the different types of gameplay it have.
I suggest to you also put the windows link to the Web, so it would be clear that your game is playable using the browser.

davisan says ...
Aug 28, 2012 @ 1:01am

@Twisted Devotion: Thanks!

@madameberry: Thanks. Indeed, I didn't have much time to playtest the platform levels, plus i'm a very bad pixel artist.. XD.

@Desi Quintans: I tested only in chrome. I'll check this later, but thanks!

@FrederickK: Thanks! Yes, Now I spent too much time coding. See the statistics bellow. And I need to learn the creation of animated sprites and tiles..

73 text files.
classified 73 files
73 unique files.
19 files ignored.

http://cloc.sourceforge.net v 1.56 T=0.5 s (146.0 files/s, 9718.0 lines/s)
-------------------------------------------------------------------------------
Language files blank comment code
-------------------------------------------------------------------------------
ActionScript 73 718 556 3585
-------------------------------------------------------------------------------
SUM: 73 718 556 3585
-------------------------------------------------------------------------------




Guys, I'll check your games very soon! Thanks!

davisan says ...
Aug 28, 2012 @ 1:18am

@FrederickK: Also the scope was too big. I planned five levels + two endings, in the end I did just 3.



Well.. and to resume the story:

The objective were to prevent the alien invasion. To do that, the characters will evolve collecting a stone (that thing in the dream) at the end of each platform level. This stone give new powers: jump higher, move faster, shoot, etc. Why the aliens would invade the earth? The asteroids are their food.

This is it!

marudziik says ...
Aug 28, 2012 @ 12:58pm

The idea seems too big for LD, but is executed quite well, aside from strange walking animation. ;) Other than that, some kind of speeding-up text would be cool. The asteroids in the shmup section are almost invisible for me, but I suppose it adds to the mood. I liked the audio very much.
Very good entry.

Kassoon says ...
Aug 29, 2012 @ 5:50am

Oh wow, an LD with cutscenes and multiple game modes! Very ambitious, and you got an impressive amount done. Shooting section was top-notch, platforming could use some tighter controls and less backtracking, but overall it was pretty cool.

chambers says ...
Aug 29, 2012 @ 6:26am

I couldn't finish stage one =/ and that was terrible because I was curious about the story... I think you should have made something much, MUCH smaller, so you'd have had time to polish the game a little bit more.

I have a few comments regarding more specific stuff:

Intro:

At the start I was really into it, but after some time it became boring because of the text speed and absence of a speed-up/skip button.

Asteroids:

Certainly the best-looking part of the game. Controls worked well, but game-wise, there was no difficulty at all. (unless the game was running slow in my computer)

Platforming:

Human character sprites and walking animation were kind of a let-down after the atmosphere you had set up, it seems that you didn't have time to work too much on it, considering how well other stuff looked. As a result, there was a lot of different art styles in the same game... I suggest going for something more simple in terms of graphics if you want to make such a big game the next time...

Gameplay-wise, the acceleration felt kind of odd. There were a few platforms that could only be reached if the character jumped while running at full speed, which was very hard to do when the character was standing on a small platform. Avoiding enemies was also too hard in some narrow passages.

One more thing (though it's just my personal opinion) is that the character's jump was too high for a game with such a serious setting and atmosphere, I think when you go for that kind of mood it's better to make this kind of thing less exaggerated.

Sorry for being too harsh, but the mood and music were so good that it was a shame that the rest of the game wasn't at the same level.

davisan says ...
Aug 29, 2012 @ 6:14pm

@Kassoon: Thanks!
@chambers: Thanks for your comments!

Yeah, I was short of time, so i didn't remember to add the skip button, but now the post-compo version has it!
The asteroids level was just a introduction, to the real thing (level 2). The slowdowns I beleve is due to the garbage collector. I should have optmized this part, because it creates a new sprite for each new asteroid.
Now I corrected one bug in the animation for the player. Now it's a little better.. :) the problem was other part of the code that was changing the animation.
For the acceleration, i tried to reduce to almost zero the horizontal acceleration in the air. But one of my biggest mistakes was the absence of playtesting. If you see the timelapse, there were none at all for that level..

Thanks again for your comments, were very constructive. Next time I hope to find the right balance. And I can't see you game for this LD. Did you make for jam?

ScreamRawr says ...
Aug 29, 2012 @ 7:36pm

The music was great, the look was awesome, and the amount of completedness was fantastic. The cutscenes were nice. I just felt like there wasn't actually a lot of actual play time. But it was really well done. GJ.

DevWouter says ...
Aug 29, 2012 @ 7:39pm

The platformer could be a bit easier to control and some spelling and grammar checking might have been nice as well (I guess that is night work ;) ).

I guess a little bit of play balancing and you would have a solid game.

Doft says ...
Aug 30, 2012 @ 3:06am

The music was really nice, but the text was soooo sloooooowww... And I laughed at the flintstone legs haha

Next time focus more on gameplay if you can, most of the people testing your game don't want to sit through long cutscenes or tutorials on the start of the game.

Switchbreak says ...
Aug 31, 2012 @ 12:35am

I really liked the look of this, and the music wasn't bad either. It really, really, really needs the text to scroll at least 5 times faster and be skippable, everything is just a bit too sluggish in the game. The animations in the sidescrolling sections look pretty cool but sort of hilarious how fast they play while crawling along at the movement speed.

Walt says ...
Sep 11, 2012 @ 4:21pm

great effort! but very unfocused. each of the components could have used a bit more attention. the fact that you have a sidekick character for example is impressive considering the amount of gfx you threw together and the different gameplay mechanics you have in place besides all that. results in a lack of polish of controls and pacing though. still, kudos for it out in time.

Yapikom says ...
Sep 11, 2012 @ 4:37pm

Hi. Please note that I haven't read all the comments or tested the Post compo version.

First of all: The music is really nice.
The intro (and text) is REALLY slow, and the text doesn't contrast much to the background.
I like the mood.
The style's pretty cool but the crazy walking animation is a little too crazy.
You should probably have tried to polish the platforming physics before doing cutscenes and leveldesign, it's really akward.
The level design isn't the best, with backtracking that didn't give any satisfaction.
Is that shooting space bears? AWESUM!

I think this game may have been a little too ambitious. But that's okay. I don't like when people play it safe.

God job.

Cheers and hugs. <3

Cake&Code says ...
Sep 11, 2012 @ 5:25pm

I had a different problem with the text (though the slow and unskippable-ness was tedious), as soon as it was done displaying it would go away in a second. Sometimes I wouldn't be able to read the last word or two before poof it was gone. Like when you first meet Liana and it says "It's Liana!" I missed it the first time because it was gone so quickly.

I also had trouble with the platforming controls what I found more hilarious was that I had thought the characters were wearing blue straight-jackets (like insane asylum patients) so I had a vastly different take on the story than most people.

Overall, fun but needs work :)

Khayet says ...
Sep 12, 2012 @ 3:01pm

I have not much to add. This looks like a very raw diamond to me. It's a very appealing game both aesthetically and story-wise and the gameplay looks very promising and ambitious.

But, alas, both gameplay modes aren't really fun enough. The platforming isn't smooth, the shmup-sections are too slow and the texts need to scroll much faster (Besides the spelling and grammatical errors; I played the original version).

Nevertheless, you nailed the 'mood' category.

Nizan says ...
Sep 16, 2012 @ 2:46pm

Very, very ambitious for a 48hr game, and not so sure the cutscene-gameplay-cutscene approach is a good idea for getting finished on time. Still, you'd obviously put a lot of work into this - so good job!

RipX says ...
Sep 17, 2012 @ 9:24pm

Really nice. I enjoyed the huge amount of different styles, the game slows you down by not allowing you to ship the text, but in some ways it provides depth to the atmosphere of the game, it feels dark. Not so sure about the main sprite animation of gravity of this planet but overall a very nice effort.

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