Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

chromenopePSA: As of Chrome 42 (Released April 14th), NPAPI plugins are disabled by default! That means Unity Player, Java, and Silverlight games will not work in the Chrome browser! That said, Flash in the Chrome browser continues to work fine (PPAPI).

To Developers: Consider using HTML5 and WebGL instead. Having troubles with the export? Don’t worry. See Ports below.

To Players: A workaround is to enable NPAPI plugins in your Chrome settings. Click or Copy+Paste this URL in to a tab:

chrome://flags/#enable-npapi

As of September 2015 however, this option will no longer be available.

Other browsers (Firefox, Internet Explorer, Safari) and Flash are unaffected, but FWIW there is no Unity Player or Silverlight for Linux.X

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Shrimpworld

by garat - Jam Entry

You are Seaman Pete, who is on the hunt for melted butter to enjoy dinner with, hunting down tasty shrimp with his trusty cocktail fork! However, there are a number of angry shrimp trying to put a stop to your genocidal rampage through the crustacean community.

Controls are pretty simple:
- Arrow keys to move
- Space to jump
- F to fire

The game was made by Mike Robbins (Sorian) and Marc Scattergood (Garat). Both are industry professionals. Mike currently works at Uber Entertainment as an engineer, and Marc is the Business Director for Fat Loot Games.

If you want to try the direct link to the WebGL version, go here:

https://drive.googledrive.com/host/0Bz8iuN4t7QiefmlxclFuYzlkbllYaXFRem5oZlMxVkJ3Z3k2ZVpsMWRJbkhMNjhmRW1fNGs/index.html

Downloads and Links


Ratings

#461Graphics(Jam)3.40
#654Audio(Jam)1.94
#748Humor(Jam)2.39
#897Theme(Jam)2.65
#907Fun(Jam)2.45
#919Overall(Jam)2.70
#920Mood(Jam)2.33
#938Innovation(Jam)2.25
#1952Coolness32%

Comments

garat says ...
Apr 20, 2015 @ 3:15am

We highly recommend clicking on the web link, rather than the embedded. The smallest resolution we tested with was 1280x720!

Apr 20, 2015 @ 6:26pm

Not bad. But two things really annoy me. There is no audio at all, and the main character isnt animated. These two things really ruin the mood of the game. otherwise it is good.

BraindeadGeo says ...
Apr 20, 2015 @ 6:31pm

Played full screen with the embedded version and it worked great! Charming little game, I especially like the graphics (what did you do them with?)

ftvs says ...
Apr 20, 2015 @ 6:31pm

Congratulations on completing the Dare! I will be frank with comments because I think they would be more useful. There was significant input lag for me. Level difficulty could start easier. Restarts take a bit more time than I would like.

SmilingCat says ...
Apr 20, 2015 @ 6:34pm

Nice use of voxel graphics. Any chance you used the tool from the ForgeQuest guys to do the models? I only ask because I personally know them and I think they would be delighted if the tool was being used for jams.

benmcnelly says ...
Apr 20, 2015 @ 7:56pm

Has some issues, but I have forgiven all because I am in love with the art style. Good entry!

garat says ...
Apr 20, 2015 @ 8:24pm

Thanks for the feedback everyone!
- Thanks for the props on the graphics. I did all those, and am particularly proud because I'm an awful artist. ;) MagicaVoxel was the tool I used (Too cheap to buy Cubicle)
- There is audio: shooting and picking up butter dishes should have had sound. I'll investigate if we broke it!
- Delay on restart may be too long for sure.

I just linked a WebGL version, in case folks want to try it. I may even try and get a MacBuild later, just need to fire up the old MacBook.

Apr 23, 2015 @ 4:08pm

The game has really good graphics, but the player felt clunky and the level curved could have started lower.

jmborden says ...
Apr 23, 2015 @ 4:43pm

A voxel platformer is a nice idea. I don't like the fact that your character can't shoot while he is "recovering" from being hit. Good job!

SamH says ...
Apr 26, 2015 @ 2:36pm

Impressive production value overall, only a few nitpicks: of course animations would help, but also I think the creatures are a bit too small; maybe try to render them bigger, while keeping the hitboxes the same size?

In general I like 2D platformers rendered in 3D, so thanks! Also thanks for taking the time to build a WebGL version, it let me play on Linux.

garat says ...
Apr 27, 2015 @ 3:39pm

Been busy at work, but wanted to update with reactions. Thanks again for all the new comments!

I spent about three hours trying to get some "tweened" animations in using the in-engine aniamtion of unity. They looked great, but they were breaking all movement, so ultimately, after a few hours of fruitless debugging, I pulled them, rather than spending even more time on something that may or may not work. At some point, I'll go back and see if I can determine why the animation was breaking things. I'm sure it was due to somehow deforming the hitbox and collision information, but I was unable to determine where or how.
Normally I'd have a mac and linux build, but I don't like doing builds if I can't test them, and my linux machine is out right now, and I simply ran out of time to prep the mac build. I'll have those pipelines up and running ahead of time next LD!

I'd love to come back to this at some point - at least the basics, if not the specific world - as it was a ton of fun for Sorian and I to work on.

Pajama-Llama says ...
Apr 28, 2015 @ 11:14am

I guess I'm repeating others, but the lack of animations really hurt the game. Good use of voxels though, I've been seeing lots of new games utilizing them in a well manner.

AinoraZ says ...
May 11, 2015 @ 7:23pm

Well, I like the design of the game itself. It lacked music though. Also, weird camera angles. Other then that, great!

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