August 23rd-26th 2013 :: Theme: 10 Seconds
Ludum Dare 27 — August 23rd-26th, 2013
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08/31 - Post-compo version v3:
Play at http://goo.gl/ysuw4j
- Removed camera zoom
- Changed resolution from 640x360 to 800x480
08/30 - Post-compo version v2:
Play at http://goo.gl/vrc95B
- Faster charge
- Dynamic camera zoom
08/26 - Post-compo version:
Play at http://goo.gl/ZHu2dC
- Faster arrows
- Enemies are more tough.
- Being hit now reduce 20% of your time
- Doors and buttons have different colors
A witch cursed you. If you stand still, you will die in 10 seconds. To live you must kill. Each murder gives you 10 more seconds of life. To break the curse, you must kill the king.
Controls:
Move left/right: A/D
Jump: W
Aim: Mouse
Charge'n'shoot: left mouse button.
Downloads and Links
Ratings
![]() | Coolness | 100% |
#286 | Audio | 3.00 |
#433 | Humor | 2.47 |
#463 | Graphics | 3.04 |
#610 | Mood | 2.66 |
#702 | Fun | 2.75 |
#738 | Overall | 2.88 |
#916 | Innovation | 2.46 |
#1064 | Theme | 2.43 |
Comments
A classic, not very fun, but well executed, I didn't have any bug.
I loved the arrows trajectory, the fact that they stay on the target.
And a very beautiful piano track.
Not the best thing ever, but I definitely appreciate the effort that you've put into this. Nice idea, and I'm sure with more time this could evolve into something awesome.
@Croze: Thanks! The design could be more elaborated. I have to improve this part.
@plancien: Thanks!
@rzfmzn: Thanks!
Not bad, has some pretty nice moments, but something is... off. Maybe you could make the enemies a bit stronger and faster?
I thought it was nice, however it became very tedious and boring after a while.
WHAT THE HELL? Why is everyone on this thread so damn pessimistic??? Fuck you negative Nancies, I thought it was one of the most fun games I've played. I played it for more then 5 min which is actually saying something. I had fun traversing through the terrain. The charge did nothing so I just shot rapid fire, and that was fun. The theme was also kind of irrelevant, but I still enjoyed it! thanks for your efforts OP!
The way the girl can rotate her arm is just crazy! It's very strange that the arows tend to fly slower than you can run...! :) Also, I didn't really feel those enemies were any threat... other than that, it was nice! ;')
WHAT THE HELL? Why is everyone on this thread so damn pessimistic??? Fuck you negative Nancies, I thought it was one of the most fun games I've played. I played it for more then 5 min which is actually saying something. I had fun traversing through the terrain. The charge did nothing so I just shot rapid fire, and that was fun. The theme was also kind of irrelevant, but I still enjoyed it! thanks for your efforts OP!
This is pretty fun, I played it for awhile--although it seems the only 10 second element is picking up 10 second time pickups? After awhile I had almost 2 minutes on the clock. I like the arrow trajectories and the maps are tricky!
i had my lol moment while shooting backward the first time! like this kind of games!
I liked the art and environments, although the size of the character compared to the game window size makes it hard to get a sense of where you are. I got lost in the castle of countless platforms. I like the ability to shoot in multiple directions, and the triple shot is cool, but the arrows move rather slowly, especially considering that the character can move faster than them. But I can certainly see a lot of work went into this. A good foundation if you plan to build on it. Good use of the theme too.
@optimality: Yes. There are two types: one shoot rocks at you, the other try to run into you.
Other: Thanks! The game didn't stop in the gate. You have to press the button in the top (climb the house) to open the door and enter the castle.
@flarb: Thanks! Also the pickups lasts 10 seconds. and the doors are open for 10 seconds.
I'll put a post-compo version with faster arrows and strenger enemies! :D
The Web (Mac Only) build seems to work fine on Windows. Also it was brave of you to make and animate a human protagonist for something as short as ludum dare.
I made it to the button that you have to hit with an arrow in the top of the castle but after hitting it I couldn't figure out what opened. It could be improved with more indication of what's happening with the buttons (even a short camera pan over to the opened door) and faster or more powerful arrow charging. Right now optimal combat strategy is just to click rapidly to shoot underpowered arrows.
Had a lot of fun spamming the arrows and jumping around! Not sure it was the intention hehe
Very good! Great design and implementation. And long! I could not even reach the end! But I'll make a few more attempts.
@Schwiggy: Thanks! For the animation, it was one of my goals since my last LD. First I drew the upperbody (static) and animated just the feet, once done, all it took was to complete with the legs quickly.
@Venturelli: Thanks! hehe.
@Rodrigo Robles: Thanks!
Pretty fun, quickly found though that the most efficient way to use the arrows was by spraying the whole environment with 'em. Nice piano music, and the level was really large for something that was made in 48 hours. Good work!
I liked the badass way she could fire behind her without looking! Needs polish but there is a cool concept at heart here - having to kill regularly to keep alive.
Fun and challenging! I didn't want to shoo the enemies... too cute.
haha, love the way she can backfire! needs a lot more polishing, but it was quite fun overall! nice job!
Really liked it! The arrows trajectory thing and getting stuck to stuff is really fun and add a toy factor to the mere act of interacting with the game, which is something I always appreciate. I liked the main mechanics as well, although I felt the time limit is a little too opressive considering you have to mode around a lot to understand which button unlocks which door. Still had my fun, congrats buddy!
The mechanics all work ok, but I found the pacing a bit slow. Charging arrows is a good idea, but a bit slow and you almost always have to charge. Would have been nice to make the regular shots go a decent range and charged go even further / do more damage.
The camera is a bit too close, too bad it makes the game very hard.
Nice job, i really like the big, chunky character graphics.
It was kind of easy to just run off and kill the enemies. And it was painful to find the door buttons after some points. I think if the killing and movement were more fun the game would be much better. It gets boring at some point.
The art is really good and the piano track is great!
Liked the game, really challenged you to play longer to see the ending (although it was a bit of an anti-climax, I must admit, at least in the compo version).
btw, Croze, you're disgusting too mate.
Not much challenge there, seeing that the enemies doesn't really do much to stop you. Also, you can just fire arrows rapidly to kill anything pretty much instantly. The art was nice, but the music started getting annoying. There's a lot of room for improvements, but it's a nice effort so far.
The intro screen and music was definitely very epic, very well done.
Personally I would implement the same concept but with smaller sprites for a neater look. Large sprites when not done perfectly can really hurt the overall look.
Certain sound effects, like the jump sound, can be rather unnecessary if it doesn't actually sound like a jump, and especially since it covers up the great background music.
It's still a pretty cool entry! Great work!
I take the "Not the best thing ever" back. I feel this deserves attention. I really like it, I'm just not good at it :D - just reduce charge time!
pretty decent entry, but i find the movement a bit slippery
because i find it hard jumping between platform to climb the castle
Couldn't figure out what to do once partway into the castle. Saw a button I could hit with an arrow firing up through a tunnel, but it didn't seem to do anything, or I couldn't find the companion button.
@awppy: For reference, try the post-compo version, it solves this problem.
Nice graphics and well made for a 48 hours entry. But you really should look the level design.
I wish the arrows had some mechanic to not be spammed... maybe a cooldown, or arrows costing you time or something, kinda easy to just spam arrows at enemies.
I like this very much
And don't mind the pessimistic commenters.
I mean, sometimes they forget you have like, 2 days and a half to make the games.
I'm sure that if you put more effort into this, you can make a hell of a game out of this :)
Ahaha, the shot2.gif was definitely me sometimes. I really like how the arrows just stick where they are, that looked especially fun with the shielded enemies. Oh, and I like the title screen - well drawn! The ingame graphics look good too, but you should work on your animations - especially because the protagonist is so detailed, it looks strange that she always stares into the void in the same way.
The gameplay itself wasn't very challenging, but I liked the level layout and hey, that was big. More interesting enemies would've given the game a lot.
Good job on the music!
PS: I can't get over how unfriendly the comment from Croze is. Not the criticism (critisism is always fine), but the tone is extremely awful. Kudos to you for answering so nicely!
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That is just disgusting, you can just run through the whole game, the bow and arrow took too long to charge, and there was no defining goal other than kill a few people, run, then shoot something a few times