August 23rd-26th 2013 :: Theme: 10 Seconds
Ludum Dare 27 — August 23rd-26th, 2013
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Source code: http://dl.dropboxusercontent.com/u/2014021/LD27/Apotheosis_LD27_src.rar
Stream: http://www.twitch.tv/bytegrove/profile/pastBroadcasts
Gameplay video: http://www.youtube.com/watch?v=PmsSbY0Yj_8
Timelapse video: http://www.youtube.com/watch?v=38kyt7Q0qpY
Combine Mario Bros and Braid and this is what you get.
Use your time-rewinding ability to save the precious artifact from the vicious critters.
Rewind time for up to 10(!) seconds by holding the right mouse button or Left Ctrl.
While rewinding, the artifact will levitate upwards. Once it
reaches the vortex above the sun, you've won the game!
After you've traveled back in time you'll be able to observe
the silhouette of your former self. Take note of this and use it to your advantage.
Make sure that the critters does not touch the artifact or it will break.
Shoot laser with the left mouse button or Alt.
Aim and steer with the arrow keys or w,a,s,d.
Jump with Space.
Manipulate the timeline to your advantage!
==============
Controls:
XBox 360 gamepad | Keyboard
______________________________
Steer/aim: (Left Joystick) | (wasd/arrow keys)
Jump: (Y) | (space)
Rewind: (B) | (rmouse/lctrl)
Shoot: (A) | (lmouse/alt)
==============
If you're having lag issues with the web build, try one of the downloads. Enjoy!
-------------------------------
Update(2013-08-27):
I've added a postcompo version. It fixes the mouse cursor so it's locked. It also adds the ability to shoot with the arrow keys as well and changes the default alternative rewind button to Q. It also has some gamepad input tweaks. I've also tried to fix the dodgy laser collision. And as a bonus I added four different difficulty levels.
Update(2013-08-27):
Changed default alternative key for shooting, as it caused problems on OSX.
Update(2013-08-28):
Both original and postcompo Linux downloads are now available as .tar.gz
Update(2013-09-1):
Updated postcompo version with gameplay- and control tweaks.
Laser reload speed is now affected by rewind cooldown and fire-time(when there's no rewind cooldown). Player can now be "damaged" in the sense that you're given a penalty rewind cooldown when touching an enemy. Enemy spawning is no longer recorded, ie. spawning can occur differently if time has been rewinded. Enemy existence is still recorded though, so an enemy that existed will always exist.
Downloads and Links
Ratings
![]() | Coolness | 52% |
#47 | Graphics | 4.12 |
#62 | Audio | 3.61 |
#142 | Overall | 3.57 |
#144 | Innovation | 3.64 |
#166 | Mood | 3.35 |
#231 | Fun | 3.35 |
#429 | Humor | 2.48 |
#520 | Theme | 3.22 |
Comments
Nice job! I would've put a crosshair in though, it's a bit hard to see where you're shooting.
Other than that it's pretty rad :D
Well done! The game is fun! And i guess this is the best compliment a game may receive. When i discovered how to go back in time and watched an army of "myselfs" destroying any enemy dumb enough to get in range... oh boy, it was fun.
The arrow-aiming mechanic is pretty different from what you're used to, and so it made a "simple" game a lot more challenging. If the aiming system was mouse-based, the game would be surely easier(and boring). So, i guess you made a good choice!
Congratulations, i really liked this game.
Gerrtings, fellow time manipulator! You even reversed the music when you reversed time!
Amazing art! Took me a while to understand the mechanics but once I did it was really fun.
Could have used better controls, it was hard to get a sense of being in control (the shooting). Shooting with a mouse button without using the mouse to aim was kind of confusing at first.
Interesting idea, and well made graphics and sound though.
Thanks for the feedback!
I've added the alternative control methods to the info,
and the key mappings can be changed in the launcher as well.
I agree that the default keys may not be to everyones liking, I might experiment with them and see if I can come up with something better. All suggestions are greatly appreciated! :)
The game can be played with an XBox360 controller as well.
Really cool game with a really nice looking background. As already said, hard to see when you shoot and it's kinda hard to get used to the whole rewind to get up.
Wow! Weird! Definitely a unique combination of mechanics. Some very nice art here - platform, background, cube.
haven't had a chance to try the game yet - but it looks really cool in the video!! I'll try it out once I get home from work.
Nice idea. Had a little problem with colision detection - bullets hitting the ground ... But overall a pretty solid entry.
Holy fuck this is amazing very fun gameplay and mechanics! One of the most enjoyable games I've played yet.. the music is awesome too. Rated this very very highly. :) Well done for 48 hours!
Bit hard to manage at first, but I liked the rewind mechanic and the silhouette thing, very nice!
Good job. May be its only me that I find it hard to shoot. My mouse always goes out of the screen. You can either lock the cursor inside the play area or add left-right arrow keys for shooting. I think it will make things a little easier and less confusing.
Thanks for all the feedback, I've added a postcompo version for those who are interested(see links at top). It fixes the mouse cursor so it's locked. It also adds the ability to shoot with the arrow keys as well and changes the default alternative rewind button to Q. It also has some gamepad input tweaks. I've also tried to fix the dodgy laser collision. And as a bonus I added four different difficulty levels.
Thanks again for all the great feedback! :D
Nice grafix, well made game. I don't get the rewind thing though...
@Larzan:
If I understood your question correctly: You can rewind the game(for up to 10 seconds). Every time you'll be able to play in a different way than you did before. Your old timeline will still be active though, which means that your "old self" will kill the same enemies again. This gives you the opportunity to kill other enemies for example.
The artifact however does not adhere to the rules of time and space in the same way. :P It will levitate upwards as you reverse the time and fall down slowly when the time is advancing. It rises faster than it falls, so that's why you can make it reach the vortex, which makes you win the game.
Nice game. Needs more depth.
Using the ctrl key with arrows on a mac is not a good idea. ctrl + left arrow takes you to Dashboard.
Wrapping your head around the time mechanic takes a bit of, well, time, but it's a lot of fun just figuring it out. Great graphics and sound too. I do echo the comments that the aiming could be clearer.
@urth:
Hi, what do you mean with depth? Gameplay or graphics? :)
Thanks for the mac info(I updated the postcompo version), I sadly have no way to run the builds on mac.
Love the innovation, but found the controls and gameplay to be a bit too chaotic for my taste.
Omg wow! Just wow. Top marks on everything, the game mechanic you derived from the theme is so creative, it hurts my head :) Postcompo version very cool as well.
Seriously, top marks and thank you!
You need some time to get to handle of things but when you do it is a really fun game. Well done mate.
I love the concept, but I think it could have been implemented better. The gameplay doesn't feel right, and it was a bit confusing but not challenging. I did enjoy it though.
@Vectorious:
When you mention that it doesn't feel right, are you referring to the aiming mechanic or more the flow of the game or maybe the structure of the level?
@Everyone:
Thanks yet again for all the feedback. Very interesting insights so far, in my opinion. ^^
Very cool concept. The artwork is great, the enemies I feel aren't as "cool" as the main character. I like the idea of using time reversal to move your goal ahead, those two ideas work together pretty well. I love the idea of having copies of yourself aiding you by shooting, I could see this mechanic being extended if you were to continue with this game idea.
Completed it my first time playing with a score of 23 seconds. This is a really great approach to the theme, and the graphical style is an odd yet pleasing blend of elements. The song is very fitting but the sound effects are a bit harsh and drown out the beauty of the experience, I think. Great work all around! -SB
Wow. Just wow. Dont know what else to say. Excited to read your code. Thanks for the entry, stuff is awesome.
I found the laser bit hard to aim, but this was very solid entry with great idea! Managed to get the cube to safety after some fighting. Not sure how easy it is to lose in this game if you can always just rewind and have clones do the shooting.
Great graphics, audio, and fast paced gameplay. Good job!
@AdventureIslands:
Hehe, yeah it's possible to get low 1-2 second highscores at the moment. ;)
It was a bit odd wrapping my head around going backwards to achieve my goal. If I'm going back in time, what does that make the duplicates? Shades of potential futures?
I was going strong for a while, but once I got up near the top of the level, it seemed inevitable that enemies would spawn directly on top of the artifact, and no amount of clones shooting would help that. Ultimately I just decided to power through and hold the time rewind until the artifact made it to the goal (luckily I was close enough to do it).
Really nice, found it little bit easy though (maybe the cube shouldn't get HP back, it's outside of time traveling window anyway). Good job!
Really fun! The time mechanics are really well implemented, and the game looks pretty stunning too!
I love the art on the tiles and the background. I think the art on the sprites were chosen that way? But a black-white sprite doesn't match well with fully colored surroundings.
I like the rewind mechanic. But the lack of a mouse pointer makes it difficult to play the game.
Good job nonetheless. :)
Super polished graphics and sound. In 48 HOURS?!?!
Not sure what you were going for with the mechanics. There doesn't seem to be any purpose or thought behind rewinding time such that it adds to the game. You just do it every time it's available. Same with your shadow clone that shoots. It's cool and devious to implement on a programming side, but it didn't change anything. I just kept shooting. Odd that there's no health system for your character. I can keep running into enemies to stop them.
very nice artwork and gameplay -- control were hard -- great effort
23.9 seconds! Very novel combination for Mario and braid. Kind of chaotic but still fun. Using a mouse was kind of difficult. Not sure whether using only a keyboard would have been easier. Minor issue I had was that the main character kept wanting to slide right. Besides that, great game, given your limited schedule!
Nice game. Great polish on the rewind mechanic. The mixture of 3d models and handpainted levels and pixel characters felt a bit odd choice. But other than that, an innovative shooter :)
Wow, even more great constructive feedback(art and gameplay)! Thank you all! :)
Awesomely done, for something made in 48h! :D
But there are some heavy influences from Braid... (not a really bad thing, but only if there were other features...)
I'm always a fan of time-manipulation in games, and you did it really well here. Fun gameplay, and cool graphics. Having the artifact move through time differently really opens up some cool possibilities. You should definitely keep developing this idea.
I feel like I should explain better my comment...
The game is great, the graphics are awesome, but it really isn't all that original. You indeed modified the focus from puzzle (in Braid) to an action game and this resulted in an interesting idea, since your "shadows" can also shoot.
But I few that this improvement is too small when compare to the game you based. So it's only really a complaint about innovation. The game is really good on the others aspects! :D
Updated the postcompo version based on feedback. :)
Laser reload speed is now affected by rewind cooldown and fire-time(when there's no rewind cooldown). Player can now be "damaged" in the sense that you're given a penalty rewind cooldown when touching an enemy. Enemy spawning is no longer recorded, ie. spawning can occur differently if time has been rewinded. Enemy existence is still recorded though, so an enemy that existed will always exist.
Holy cow! Just amazing, man! Everything is great! Maybe except a little for the aiming. Keep it up!
Fun game, neat mechanic. Took a little bit to get the aiming down but started having a good time with it once I did.
Very nice artwork... love that background style. nice little game!
The rewind-mechanics would sound way more broken on paper than they feel in the actual game. I mean it's a mechanic that recovers health, gives you offensive advantage by letting you control an additional character and progresses the victory condition at the same time. What makes it interesting in the actual game is that the position of the object to protect changes with the progression. This way your previous version defends a completely different location than you will have to protect after the rewind.
I think it would be interesting if the cube would travel on an predefined path through a level, so you would have to mix clearing the path ahead with catching up after a rewind. I also see myself having to balance fixing misses from the previous iterations and making new progress. Really inspiring concept.
A very nice game. I loved the mechanics, and the graphics are beautiful.
good idea, and nicely designed. gameplay works great most of the time! great graphics and music too!
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Very nice game! First off, the art/music is very very well done, all very polished. The theme was pretty well implemented. The mechanics are fun and simple. For what it is, this game is great. Maybe I should learn unity. :p