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

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Actinium the Wrought

by Thomas Ingham - 48 Hour Compo Entry

You awake one morning in the cave you share with your brother to find that he's gone missing. You suspect the Grimsgrols or the Muflfnor that haunt the mountains near your home.

Head out to find him, checking his campsites spread throughout the hills and surrounding area. Gather bits of recombinant to better prepare yourself for the onslaught of monsters.

Made with Unity3d on the Mac.

Downloads and Links




D3zmodos says ...
Aug 27, 2012 @ 3:14pm

I thought the music suited the game very well, sounded quite primitive/tribal, which suited the character (only thing I have against it is the possible lack of sounds related to player actions). I think the graphics were quite well suited as well, loved the dust behind the player.

Main problem I found (which severely hurt the fun for me) was the apparent lack of the ability to start again without restarting the game , when you die (I played on the webplayer so you would need to reload the player to restart it seemed), a simple "Press R to restart" would have been great help in that regard.

Lastly there is no mention of what the different bars at the top represent...I just know that the twirly things make them go up :P

Brucef says ...
Aug 27, 2012 @ 3:19pm

Cool game! Is there more to it than just running around and punching people? i really enjoyed the first time i got a club, that was fun! the models look good. one thing i didn't like though was the controls. really akward to try to direct the character, and hard to turn the right way in fights and stuff. but overall, i liked it!

Thomas Ingham says ...
Aug 27, 2012 @ 4:16pm

Thanks so much for the positive criticisms! This was my first LD so obviously things are going to be choppy.

Just before submission, I implemented a feature that would take you back to the main menu instead of the really long pause after dying (if you wait it will restart.) Unfortunately, when I linked up the build in my submission; I pointed at the wrong version. Lack of sleep showing at the seams there.

Player movement is intentionally obtuse but I agree that it could have been a bit tighter. I ran out of time for play testing the final builds so the curves never got tweaked.

The bars at the top being un-labeled are intentional as well, it was my hope that through discovery that what you're picking up effect the output of the bars in addition to testing out what effects they might have during movement and combat; would yield a sort of "aha" moment where you realize that you're causing the player to evolve by collecting the helix. It's understated and under-developed (audio cues would have been great for that.)

If I come back to address any issues, all three of these (in addition to the horrible GUI code) are my first priorities.

Thanks again.

Chezzo says ...
Aug 30, 2012 @ 3:09am

Fun! You ARE allowed to fix minor (or even major) bugs, and post new versions! The models are awesomely sick, man.

Colapsydo says ...
Sep 1, 2012 @ 7:53am

The camera movements can be a bit messy and during action it could be fatal. Controls of the characters are quiet difficult at start but with some adaptation it could be ok.

I wasn't able to figure to what ability were connected the colours bar (apart for the life one), but it was a nice idea which fits perfectly with the theme.

alvivar says ...
Sep 7, 2012 @ 12:50am

The camera and controls need love, but nice art and sounds.

bobiniki says ...
Sep 10, 2012 @ 1:15pm

If you made the models during the compo I applause you. The same goes for the sounds. But for first time in LD you have done great and you should be proud of yourself. I died surounded by 4 monsters but I'll try again :D

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