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    Ludum Dare 24

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

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    Bakeneko - Tempest - Jam Entry

    Bakeneko was created by Nick Breslin (http://www.etiquettestudio.com), @EtiquetteStudio
    - It follows the primary theme (Evolution) as well as the second place theme (Parallel Worlds). It also uses cats for fun.


    Objective
    ----------------------------------------------------
    Prevent the spirits (Red, Green Blue cubes) from reaching the barrier (Purple path blocks). Escaping spirits are indestructible in their own domains! All are vulnerable in Limno, however.

    Controls
    ----------------------------------------------------
    Numeric Keys 1,2,3 and 4 to summon your Bakeneko (Cat Spirits).

    This can also be achieved by clicking the cat's portrait in the bottom-left.

    You can switch between worlds by clicking on the world buttons in the bottom-right.


    Evolution
    ----------------------------------------------------
    Active. Bakeneko will banish the escaping spirits, evolving a bit on contact with each spirit.

    Passive. Bakeneko will also evolve when exposed to Inferno, Primeval or Blizzard environments.

    When their evolution bar (next to their portrait) fills up, the dominate evolution type will mature and their portrait will reflect this change.

    Evolving with Inferno will result in more damage to escaping spirits.
    Evolving with Primeval will allow your Bakeneko to travel faster.
    Evolving with Blizzard will give your Bakeneko the ability to slow down a spirit.

    View Tempest's journal. | View all entries by Tempest

    Ratings

    #28Innovation(Jam)3.63
    #64Theme(Jam)3.25
    #125Graphics(Jam)3.25
    #151Overall(Jam)2.94
    #155Fun(Jam)2.75
    #159Mood(Jam)2.54
    #932Coolness26%

    Comments

    braingale says ...
    Aug 28, 2012 @ 5:51am

    Definitely an innovative game. Once I got the controls down, it was fun to watch the cats evolve. I wish things would get more challenging, though.

    BMacIntosh says ...
    Aug 28, 2012 @ 5:13pm

    Nice aesthetic for cubes :). The controls were nice - hotkeys for switching worlds would have been even better.

    Mclogenog says ...
    Aug 28, 2012 @ 8:28pm

    I'm not sure how well I understood the game.(There was a lot of text for what seemed to be essentially auto-aimed tower defense. I wound up strumming the 1-4 keys without much thought while clicking between worlds based on what was approaching, and this worked really well (too well?). The cube aesthetic is great, especially when the world is assembling, but it's a little low contrast and dark. For future versions I hope the explanations will be more transparent and the mechanics would provide more complexity.

    Richard Matey says ...
    Aug 28, 2012 @ 10:29pm

    Hey Tempest, really interesting game. Love the style and the polish to the UI for this game. It was fun to play around with but I don't know if I fully understood the meta mechanics of using the different dimensions and such. Thanks for the upload :)

    Tempest says ...
    Aug 28, 2012 @ 10:47pm

    @braingale - Thanks! Yes, I wish the controls were a bit more intuitive. I was contemplating just letting the cats auto-attack at a certain range. Challenging/balance/bosses, varying waves was definitely an idea and will be expanded upon in a post-compo build.

    @BMacIntosh - Thank you! Yes, I definitely intended for hotkeys to be for worlds as well, but it appears I've missed it! Will be included in post-compo.

    @Mclogenog - Yes, it was an auto-aim tower defense. The text was there to create a story/world/purpose to the TD.

    - The strategy can break down to just key-mashing at times, yes. The challenge will be increased in future builds, where certain worlds would become un-accessible. I'm thinking (mentioned above) of having the cats auto-attack, so you can focus just on the environment, and maybe some bonuses to award to the cats, to guide their growth rather than spend time deploying them.

    Yes, I love when cubes construct/destruct. Thanks for the compliment.

    I will improve the explanation and complexity in the next build for sure.

    @rmatey - Thanks! The cats evolve slowly if they just earn points from banishing their targets. However, if you change the world, the cat will evolve much quicker.

    Banishing a red cube = small amount of red experience.
    Activating Inferno world - Cat will gain XP over time (traveling to, from target).

    Mclogenog says ...
    Aug 29, 2012 @ 1:53am

    @Tempest rereading my earlier post, I sounded a bit more critical than I meant to. It's already a neat idea, and refining it a little further (e.g. auto-attack) could result in something unique within the tower-defense genre. So, good luck with future builds! :)

    Aug 29, 2012 @ 2:05am

    Cool UI and quite polished game. Gameplay was a little bit confusing with all the explanations and such. I think this game will largely benefit from some sort of tutorial. Nice entry overall.

    Mach60KAS says ...
    Aug 29, 2012 @ 9:51pm

    I really quite liked this, the game was really quite peaceful and relaxed compared to most others - undoubtedly a good thing! ;) Great job with this, and though I think it could be expanded on a little you've done great for 48 hours. :)

    Tempest says ...
    Aug 30, 2012 @ 1:40am

    @Mclogenog -- Thank you for your support and encouragement! I am considering continuing with this and seeing where it goes.

    @ConflictiveLabs -- Thank you! Yes, too much text seems to be an issue. I originally thought there wasn't enough. I wanted a much smoother way to introduce each cat and world. Thanks again!

    @Mach60KAS -- I'm glad you enjoyed it. Yea, I realize all my LD entries tend to be peaceful/soothing. Thanks, and yes I hope to expand it soon :)

    monomanio says ...
    Aug 31, 2012 @ 9:20pm

    I like it :)

    Atridas says ...
    Sep 4, 2012 @ 5:03pm

    Simple and elegant :D

    evilseanbot says ...
    Sep 5, 2012 @ 8:27am

    I liked the presentation a lot. Disappointed that a lot of button mashing would clear it pretty well. If you adjusted the gameplay to counteract that, I think it could turn out pretty cool.

    moonmagic says ...
    Sep 15, 2012 @ 6:58am

    Really love the isometric Marble Madness feel. Fun collection of mechanics here; wish there were some more spirit types to make it more challenging, but I loved the mood.

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