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

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Unlikely Companion

by Lucariatias - 48 Hour Compo Entry

First LD! Woo!
Controls are WASD and mouse.
Game has 7 levels.
Enemies and your companion evolve throughout the game.
Credits (for libraries, software, etc) are available when you complete all 7 levels.
Mostof the music's pretty good, but art mostly resembles "programmer's art" ;P
If I ever update this, I'd like to give it some actually good graphics and online multiplayer :P
Feel free to use any of the elements of this in your own projects, just give credit if possible. But don't worry if you forget who made it, I'm not gonna track you down x3
As per the competition rules, all sprites, music and code were made by me in the 48 hours, aside from public libraries.
Porting to OSX failed (WineBottler seemed to disagree with mouse input). Sorry!
Source includes all GMRES, MCSZ etc files used as well as the GMK. If you use the source's debug mode, it'll automatically unlock all levels and will display some lines and circles around weapons that I used to calculate direction.
Story could do with a little improvement but for 48 hours it's okay.
Saving is minimal, I was kinda in a rush so I used GM's default saving rather than writing my own, which I usually do in bigger projects.
Anyway, have fun playing Unlikely Companion, and tell me what you think.

Downloads and Links




Ragzouken says ...
Aug 27, 2012 @ 9:48am

I liked the wind sounds a lot! Really helped the music with the mood :) The fireballs looked pretty cool too :)

With the bow and arrow it'd be nice if you could just hold down mouse to fire continuously. I didn't see the dragon fully because I didn't want to jump - maybe you could move the camera a bit higher relative to the player for this?

Lucariatias says ...
Aug 27, 2012 @ 9:56am

I tried zooming the view out for that level, though it made the pixel sprites look terrible :S sorry about that. I might shift the view up, but the boss's AI DOES allow it to fly downwards sometimes.
The wind sound's made in audacity, make white noise, make it quieter with Amplify then apply a ouple of wahwahs (you may need to tweak the settings slightly on the wahwahs).
The bow I decided on that method because I wanted the player to "pull back" the bow. Maybe I didn't put enough of a delay on it, I don't know.

jamioflan says ...
Aug 27, 2012 @ 10:00am

The airship and wasteland levels were too short for me to read the text at the bottom, and I was confused about where to go in the ice mountain level (some end markers would have been good), but apart from that, it was really good, with great music and very nice graphics.

Oh and I wasn't sure what the companion was doing, if anything. Was he meant to attack the enemy?

Lucariatias says ...
Aug 27, 2012 @ 10:26am

The companion was meant to follow you through to the ending scene. I was thinking about making the airship run on a timer, but decided against it because it would be too ambiguous what you were meant to be waiting for.
The wasteland "level" was more of a scene to tie everything up at the end. I guess I should have made it longer or more interactive.
I was also considering adding a signpost at the end of some levels, that upon reading would end the level but decided against that too. Thanks for feedback though, if I ever update it, I'll consider putting some sort of indication in.

TobiasNL says ...
Aug 27, 2012 @ 10:48am

The wasteland scene was indeed a little short - the alien just vanished haha. I did like the mood of the game and the music gave it a epic feel. Some quest! ;P Nice job man.

SteelRaven7 says ...
Aug 27, 2012 @ 10:53am

I really liked how it felt like an actual adventure!

Zed says ...
Aug 27, 2012 @ 11:58am

Veeeeery cool. Small suggestion; can you make it so that if you hold down the mouse button, you shoot/attack continuously? All that clicking got a bit monotonous.

Lucariatias says ...
Aug 27, 2012 @ 12:06pm

Haha yeah. That's been suggested. I think maybe a RotMG shoot toggle (say Right Mouse Button)...

phren says ...
Aug 27, 2012 @ 12:07pm

Hahaa! Loved the starting music! A shame it didn't loop better.

I had a hard time listening to the sound effects. Using the sword I didn't really figure out a tactic to defeating the enemies without getting hit myself. I wish there was an autosave feature, since I accidentally pressed esc in the menu. :P

Jeremias says ...
Aug 27, 2012 @ 12:17pm

Nice sound and background music. Graphics are practical, the particles flying through the screen like snow gives a big plus. Here some feedback and questions related to the gameplay:

- Has the companion any use instead of making funny sounds? ^^
- You can attack enemies through the ground or from big distance without any chance that they can attack you
- Arrows dropping slowly while flying would be a nice enhancement for a post-compo-version
- In one of the levels you die if you touch a yellow block. Perhaps you should make this more clear, that this obstacle hurts (make them barbed or so)
- I'm not sure but I think after I solved the castle-level, it starts again one second after the level overview was shown (perhaps I clicked accidentially...)

And very important: Don't make the text soooooo small!

(Feel free to play and rate my game by clicking on my name :))

Lucariatias says ...
Aug 27, 2012 @ 1:06pm

@phren Thanks, they are bfxr sound effects after all :L to avoid getting hit try jumping back every time you make a hit.
@Jeremias Most comprehensive feedback yet! Thanks much, I'll consider all of that when/if I go back to improve on it.

Markavian says ...
Aug 27, 2012 @ 1:19pm


Lucariatias says ...
Aug 27, 2012 @ 2:35pm

Markavian, if you're not going to post anything useful, don't post at all lol.

Vordux says ...
Aug 27, 2012 @ 3:46pm

It was a pretty cool idea, especially the companions. However, the game became really hectic at times and there was lots happening on-screen.

The gameplay is pretty solid and quite a good experience.

Sanguine says ...
Aug 27, 2012 @ 3:54pm

The music helped to set the mood and I liked the fact that it was essentially a story-based platformer.

Khayet says ...
Aug 27, 2012 @ 3:57pm

That'S a really good game.
Besides the need to spam the left mouse button.^^

SethR says ...
Aug 28, 2012 @ 1:00am

Really a lot of content for 48 hours, 7 levels? I beat the dragon but quit accidentally.. damn it. Too bad companions evolution was only cosmetic, could've used some help fighting those baddies.

Lucariatias says ...
Aug 30, 2012 @ 4:02pm

Thanks... I'll try and get something like that done for a post-compo version.
GML is a pretty basic language, and due to that it's pretty fast to write in.
Also, saving was made in about 5 minutes. I'll improve on that, too :P

Moops says ...
Sep 2, 2012 @ 12:15am

Quite complex for an LD game. Great music, I had fun. The text was a bit too small.

zx81 says ...
Sep 4, 2012 @ 8:58am

A very funny game! Has a great mood and I liked the sounds as well!

garygreen says ...
Sep 6, 2012 @ 11:25pm

I really enjoyed playing this game and the variety in the first few levels. Nice ending too. I'd definitely come back and play more if you developed the story and added more levels. I think it would be nice if you could update some of the graphics too. Another suggestion I have is to make the text on the screen more prominent - maybe make it a bit bigger and put it in the centre of the screen. Sometimes I wasn't aware of it when it changed. Nice work.

goffmog says ...
Sep 9, 2012 @ 3:58pm

Impressed by the sheer amount of content here, but I wasn't sure whether my companion was supposed to be able to do anything other than follow me around - so I really didn't see the point in him. Combat was tough without exploiting the fact that enemy projectiles can't pass through terrain, while your arrows and sword both can. Then it was too easy. Realy enjoyed the journey through the game.

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