August 24th-27th 2012 :: Theme: Evolution
Updated from previous early submission:
ELEFOuNT 2: The Elementalution is the jam product of Nice Mullet studios, the official unofficial name of the collection of David Gibson, Paul Hegel, and Simon Heath. Struggle to survive the elemental forces surrounding you, but know that they react to you too.
Game is in Unity3D, movement is on the arrow keys, X is fire, C switches weapon mode which doesn't do much now, but is still important, and V burns one of your weapon upgrades. The super moves this would enable don't exist, but it does allow you to change your powerup lineup.
The game is pretty unfinished, but is playable and many of the ideas we set out to impliment are there. I recommend using the earth element to see some nice boss art. Unfortunately a few bugs cropped up at the last moment that I was unable to kill, that keep some great art from Paul from being seen in the submission version. I feel terrible about this, so I put said art in screenshot 2. It doesn't appear in game in that form, but it should.
I know background scrolling is horridly broken, sorry.
Downloads and Links
Ratings
![]() | Coolness | 54% |
#147 | Graphics(Jam) | 3.12 |
#195 | Mood(Jam) | 2.36 |
#198 | Audio(Jam) | 1.68 |
#204 | Overall(Jam) | 2.65 |
#218 | Humor(Jam) | 1.38 |
#226 | Fun(Jam) | 2.19 |
#228 | Innovation(Jam) | 2.15 |
#234 | Theme(Jam) | 1.92 |
Comments
A good start at a shooter, with some more time spent on it post compo you could have something nice, some intersting enemy movement patterns although I found myself confused between the background and the foreground at times. Some parralax would help with that.
I really like the art. I wasn't sure what switching weapons did, at first I thought it was an Ikaruga like thing but it didn't seem to make much of a difference.
Switchbreak: Unfortunately, though plans were made for various weapon effects, the only one that was implemented is that your selection steadily influences the bias of the environment.
Interesting game, I agree with others that it was bit hard to see where I was. I also felt that the feedback of hitting things was a bit lacking -- it seems easy enough to shoot & hit, but there wasnt a satisfying response when a shot connected with the target.
Overall, interesting shooter, but i felt that the art reduced the clarity of hitting / dodging significantly.
It was very hard to see where I was, I think the player controls could have been more responsive..
Apart from the backgrounds, which do not tile seamlessly, it look very intriguing graphically. I have the impression I cannot really influence what's going on in the game. It is not clear whether I hit something with my bullets or not, and whether that is good or bad.
Interesting game. I very sad, what weapon doesn't have different effects.
There are a few things to polish but it's a good start for a shooter. I think somebody has commented the background problem and I'm agree with it. It's hard to follow the player and track the enemies.
I haven't really worked out what it is but it would have made an awesome screensaver in the 90s :)
nice looking game with good potential, it's a shame you didn't get to finish it - I hope you continue to work on it after the compo :)
I don't think I 'got' it, but it was interesting, and looked nice.
I lost track of the player's position several times in the particle effects and various enemies. This game could have used a little more self discipline in the art department. When everything pops out the important game elements get lost in the clutter.
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Took a little while to figure out where I was. It seemed I was off the screen