December 13th-16th 2013 :: Theme: You Only Get One
[ Real World Gatherings | Ludum Deals | Warmup Weekend ]
Help Jack find a valuable hidden treasure.
In level 3 and 4, to use the bombs press the 'R' key, but it's not totally functional.
Postcompo ver:
1) Fixed a bug in the double jump after release the rope
2) The camera is now restricted to the game area.
Downloads and Links
Ratings
![]() | Coolness | 60% |
#85 | Audio | 3.50 |
#265 | Fun | 3.23 |
#268 | Overall | 3.29 |
#270 | Mood | 3.12 |
#284 | Graphics | 3.35 |
#474 | Humor | 2.29 |
#610 | Innovation | 2.74 |
#656 | Theme | 2.59 |
Comments
Thanks!
Initially the ropegun fired in-air, but I changed because of a bug. I'll fix this, I think this is permitted but the rules, right?.
Yes the levels are procedurally generated. I think I'll post a post-compo ver with an infinite mode. :D
http://www.youtube.com/watch?v=SZjqwivH4Wg
Recorded my first impressions while playing it :)
@Venturelli: Thanks!
@DanielSnd: Thanks for the feedback! I'll solve the issues in a postcompo ver. :D
Nice game you have here, you fix the controls in the last build and the game changed a lot to me.
Okay if feel that this was really EXCELLENT. You set up a back-story about a whole different world, and designed those cool gfx and grappling hook in 48 hours! *applauds*
The soundtrack is top-notch. And the grappling hook, man that was a LOAD of fun! Most of the time I was travelling like spiderman, hanging from the ceiling xD
The with the backstory and music, you've created a really good feel to it. Simply amazing.
This has a good feel to it. The ropegun is a good way of getting around a level.
A nice mix of platforming abilities here. Just moving around (mixing the abilities) feels good at times. The limited visual range is kind of frustrating, though; it feels like you could zoom out 2-4x and have a more playable game.
The levels felt too randomly/arbitrarily arranged (among other things, seeing the pickups sitting above large stretches of lava more often than not seemed clumsy), but maybe zooming out would improve some of that. Might tweak the generative algorithm either way, aiming for more of a coherent or deliberate or at least player-conscious end result.
The graphics are a bit of a mix. Some things are quite pleasant (like the fog / smoke), while other things (like the lack of edging on the ground tiles, or the size ratios between blocks, player, and collectibles) seem crude.
I liked that my health refilled between rooms, but not that my bombs were apparently removed.
It's a great start. I'd like to check out the post-compo version later. For now, though: many other entries to examine.
Great game! But dayum, I hate the deceleration of the speed... I kept falling off :(
Wow, you got a lot implemented in a short space of time! Loved the mechanics.
This is really well made. I love the rope swing mechanic. Awesome graphics and sound as well. Brilliant work, well done.
parabens. ha problemas na jogabilidade, mas em geral eh bem legal. parabens mesmo!
Looks really nice! I like the story and you art especially. Sometime though, the rope didn't behave like I wanted it to. (Maybe it doesn't work in midair or something, in any case... ) the rope felt inconsistent at times.
I didn't like the controls so much, but the story in the beginning was good and set a great mood.
Pretty good game. I liked the use of the ropegun and the introduction screen at the beginning established a really nice mood.
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Once again your art is spectacular!
Mechanics are really cool but only thing is the ropegun doesn't fire in-air.
And am I hallucinating or are the levels procedurally generated?
I did get stuck in one level where the exit may have spawned in a disconnected chamber, but other than that it plays very well!