Ludum Dare 31 — December 5th-8th, 2014 — Theme: Entire Game on One Screen

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Thieves' Honor

by Mach60KAS - Compo Entry

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Hi guys! If the server's down or if there's no-one playing contact me on twitter via @Mach60KAS. I'm up from 12:00 -> 03:00 GMT most days. Thanks, and enjoy!
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Invite your friends! I'll try to play when I can, but it's more fun with more players! If you play alone, you're majorly missing out :(

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== INSTRUCTIONS
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* WASD to Move, Jump and Dive.


* Space to fire at current mouse cursor


* Hold Left-Mouse Button to charge a blink, Release to blink towards the mouse cursor.

\-> While blinking, you move extremely fast and are immune to bullet-fire!

\-> Blinking through a solid opponent will rob them of 25% of their money!

\-> Players turn light blue while charging, orange when fully charged and dark blue while blinking. While on cooldown from a blink, you turn red and have your movement speed cut.

\-> Cooldown lasts 1.5 sec, Charge lasts up to 4 secs.


* The winner is chosen at the end of the timer!

If you want to play the game but the server is down, leave a comment and I'll comment on your page when the server is running smoothly. Thanks for understanding.

(Temporarily hosted on my DynDNS.)

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== Libraries
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* Phaser
* ws for node.js

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== BUG FIXES
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* The server fails to kill ended game instances, adding players to already dead servers. [DONE 11/12/2014]
* Players may control one another if they set their name to an enemy player's name. [DONE 11/12/2014]
* Game fails to end on Google Chrome. [DONE 11/12/2014]
* Timer not responding to server update packets. [DONE 11/12/2014]
* Socket ends early, forcing a reload of the page to play multiple games. [DONE 11/12/2014]
* The player does not have the correct sprite, and instead is identical to all enemy players. [DONE 11/12/2014]
* Player's blink cooldown function not calling. [DONE 11/12/2014]
* Player now placed back to centre of map if the collision bugs out. [DONE 11/12/2014]

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== Known Bugs
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* Wrong map occasionally loads.

Downloads and Links


Ratings

Coolness81%
#273Fun3.40
#459Overall3.28
#583Graphics3.05
#601Innovation3.07
#618Theme3.56
#731Humor2.25
#731Mood2.73
#765Audio2.32

Comments

peterthehe says ...
Dec 9, 2014 @ 4:55pm

Webpage not available...

Dec 10, 2014 @ 3:29am

Can't load the page

stray says ...
Dec 10, 2014 @ 1:56pm

Can't load

asobitech says ...
Dec 11, 2014 @ 12:26am

Guess I've gotta wait for other players, not so much fun on your own.
Nice piece of coding though.
Seriously high jumping skills.

Hempuli says ...
Dec 11, 2014 @ 1:21am

Works nicely! I wish I could shoot with left mouse button, and the jump/land sounds are a bit hard on the ear, but the graphics are nice and it's impressive that you managed to create such a fun multiplayer game in such short time!

alvarop says ...
Dec 11, 2014 @ 1:34am

The controls are a bit off. I wish I could shoot with left click. The tiles look nice but the characters don't really "fit" well with the setting, or at least that was my impression. Gameplay feels solid, but it needs better controls.

RHY3756547 says ...
Dec 11, 2014 @ 3:17am

Very nice, had a lot of fun playing with other people. The blink mechanic could probably still be more rewarding, and I agree that click might have been a better choice for shooting. Tileset and UI are cool - not exactly a fit for each other but they have their own separate appeal.

01rafael says ...
Dec 11, 2014 @ 9:24pm

Well... Game looks funy. But, I didn't dig in gameplay. Anyway, everything looks lovely! Small guys crashing each others ;)

cxsquared says ...
Dec 11, 2014 @ 9:24pm

Super crazy awesome that you could put this together in 48 hours. Awesome work.

Dec 11, 2014 @ 9:26pm

Bug fixes post submission date of that level are generally frowned upon. BUT the game:

Great idea, good mechanics, multiplayer is a plus. SFX are a bit annoying, since there's seemingly no downside to shooting there's not a moment when you ever not want to be shooting. Controls a bit annoying, W is a bad jump key in platformers, better to use ASD and another key for jump. Would have preferred W for blink, mouse for shooting (lines up with the control isolation concept of your cursor control, firing and aiming, all being controlled by one hand, like a normal FPS).

Dec 11, 2014 @ 9:32pm

Nice work, creating online game in such a short time.
Blink stealing is pretty difficult when others shooting at you makes you lose coins, and shooting could have maybe worked in mouse button, but otherwise this was pretty solid.

Mach60KAS says ...
Dec 11, 2014 @ 9:58pm

Hi folks, thanks so much for all the feedback!
* @asobitech, I agree - there's not much to do without other players. I might work in some solo content in a post-compo to reduce the reliance on multiplayer.
* @Hempuli Yeah, I threw them together in sfxr in the last hour or so while trying to get the UI in an acceptable state - so they're far from the best they could be. The controls seem to be a common issue, I'll definitely remap them if I do a post-compo. Thanks!
* @alvarop I definitely agree with the controls, I wasn't thinking straight at the time! P: The characters were drawn //very// late-stage into the process, and character art and animation are NOT my strong suit.
* @RHY3756547 I call it my patented "Oh god I have 2 hours, no UI and Adobe Fireworks" approach. The main focus of a post-compo would be completely redoing the art into something not generic and hodge-podge. Thanks, glad you found it fun though!
* @01rafael I aim to be a comedian one day. Aww, what didn't you like about the gameplay? :( Glad you liked the overall chaos of the game though!
* @cxsquared Thanks very much! :')
* @monkeedude1212 My apologies, I'd put myself into a situation where the only feasible solution was to get the fixes in. I've given full disclosure of all the changes I've made thus far, and I'd thought that they'd be fine since the gameplay remained unaltered. I agree with the controls, maybe mapping to the FPS paradigm would be a way better approach in a post-compo. The idea of a downside to firing is interesting, I hadn't considered it before!
* @AdventureIslands Thanks a lot! I agree, @RHY3756547 brought that up in conversation after a couple of rounds played - I'd like to increase the hitbox in future. @monkeedud1212's idea would alleviate the problem of being fired upon constantly - I think players need a break from the chaos, giving them a little time to aim a strike! Again, I fully agree on the issue of controls. Thanks again. :)

If you have any further feedback, don't hesitate to post!

ilokimo says ...
Dec 13, 2014 @ 5:59pm

Impressive entry, but the game is hard to control, too fast and chaotic. Nothing that can't be fixed later ;)

edve98 says ...
Dec 13, 2014 @ 6:42pm

It was quite crazy, because I played on stream :P

OctoTeam says ...
Dec 13, 2014 @ 8:11pm

The game is too fast and I find hard to follow what's going on, but other than that, you made a great technical job, specially for a compo entry, kudos!

Snicklodocus says ...
Dec 14, 2014 @ 10:59pm

I'm always impressed with multiplayer games in LD, even if you had a bunch of post-release bug fixes. It took a very long time to load for me. Game itself is fun but very chaotic. Overall, great job!

Xanjos says ...
Dec 15, 2014 @ 12:12am

Really interesting concept and I really liked the blink mechanic a lot (although there were times I kept mistaking left click to be shoot XD).

ramoncb says ...
Dec 15, 2014 @ 12:50am

A multiplayer game for the compo! Really impressive!

The controls are a little complicated at the beginning, I think the shoot button fit more on the mouse and the blink on the spacebar ;-)

Overall, good job and sorry my bad english! ^^'

Mach60KAS says ...
Dec 15, 2014 @ 1:49am

Hi again, thanks so much for playing everyone!

@ilokimo Thank you very much! Yeah, it's mental right now for pacing, I'm intending on making the player sprites way bigger in the future - should make it way easier to see what you're doing.

@edve98 That's what I was going for, though I never considered what it'd be like with that many people...

@OctoTeam The pace is intentional, but I think trying to combine the pace with shooting very small targets was maybe not the best idea on my part. I'll be thinking about ways to tweak this. Thanks! :')

@Snicklodocus Oh dear, that's not intentional at all! The scripts only add up to a megabyte or so with very little audio. It might have been a server connection bug - occasionally the "Map" name packet disappears somewhere, giving you a black screen until the next round. Thanks again! :)

@Xanjos I'm glad you liked it! Yeah, the controls issue is pretty big - remapping it will have a high priority in future.

@ramoncb Thanks! Yeah, the control placement is a little bit weird, but what's done is done (for now, at least). Aww, cheers!

snickersnacks says ...
Dec 18, 2014 @ 12:39am

Interesting concept, doing multiplayer in such a short span of time is challenging! Good job :)

killthealias says ...
Dec 18, 2014 @ 2:54am

Very good game, but I think you should have mapped shooting to LMB and used that charge thing on RMB.

Dec 27, 2014 @ 2:25pm

love multiplayer games made in two days))

jsspiegel says ...
Dec 27, 2014 @ 4:17pm

Overall really solid game! Kudos to you for pulling off multiplayer in 48 hours!

gallerdude says ...
Dec 27, 2014 @ 5:56pm

Seems like it be fun with other people, but there are no other people D:

Dec 27, 2014 @ 8:13pm

Sadly there were no players to play with, but the game is ok and could be great fun with other people.

Crowbeak says ...
Dec 29, 2014 @ 6:00am

The game asked me for a username and then... didn't load.

belstras says ...
Dec 29, 2014 @ 10:17pm

I played for a bit and think the graphics and sprites remind me of super mario world. Nice touch with the aming with mouse. Only crit would be that the movement locks when aming, which happens with other ld31 games aswell that have the same function. Nice work- hope you do well with multiplayer games.

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