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

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by Creative Sectors - Jam Entry

Finally, we are releasing a new game.
Your world is in danger and it seems you are the only hope. Slip into a new, unusual world where your weapons are colors, souls and their combinations. This is only a game demo, so you can try only the first level, where colors are stolen and you have to use different weapons to hurt different enemies.

IMPORTANT: It's updated, information at the end of this post!

Notes from the developers:

Lazarus-omin's notes:
Wow, so I'm through one. This was my first Ludum Dare. (well, I've participated a little earlier, at LD#30, making sound effects for the game: Conexus Terra) I'm pretty happy about it, even though we nearly submitted our entry, and couldn't finish it the way we planed. It was a pretty amazing experience, which is a blessing to be shared with my dev colleagues. So, I did some character animation, battle graphics, icons, made some up-beat, or pretty mellow famicom-like music, and a couple of sound effects. Cool! Feel like I've done my share of work, even though I had lesser free-time, that was needed. I'm pretty much certain, that it was worth it, and that I want to participate again in the near, or distant future. I'm not really a man of words, so I leave you with this: creation is an incredible ability, and I'm honored to be one of the dev's, that now has a game up in the jams, where cool, creative, and jaw-dropping projects surrounds our entry. LD organizers, creators, you're rad! Keep it on!

I'd specially like to thank:
* My girl, who put up with me doing nothing but juggling pixels, the size of my fist through a graphic editor, or strumming a guitar all day. Kisses!
* ETC, the leader 'n jack-of-all-trades person of the project. Get a rest dude! You're gonna' need it.
* Kardfogú, our writer. And, I'm a badly made NPC now, repeating my lines: Get a rest dude! You're gonna' need it. :)

Now, excuse me, while I'll kiss the floor, 'n snooze off.

LazZzzZ... out.

Kardfogú's note:
Kardfogú here, that guy who made the previous entry alone. This time, I had a minor role in the team and I think I kinda failed hard this time. At first it was a disaster, I had no clue what the others want, then I realized that this leads to a long chains of problems. Thanks to the others, we managed to release something. Lesson learned. Now I have my Plan A and B prepared for the next Ludum Dare.

Special thanks to:
- My Grandma as always, for raising and feeding me and keeping me alive in general.
- My PC, working hard even at his age, he's such a B.A.
- My senior for working hard so that my workplace won't go self-destruct and boom and armageddon and stuff while I'm away.

ETC's notes:
As game designer I am grateful to my teammates, who gave me a vote of confidence. This time it was a hectic race against time: I lost nearly two days, because I had to work on the weekend. Finally in nearly 30 hours we could finish the game demo. Yes, currently it's only a demo. Our original concept based on four stages, where you have four different colour palettes and four different states of the world with four level of enemies. These are attainable in the game assets as they are prepared, but not used in this product. So I will use next month (May), to finish it and release a polished game.
Also I am really happy and proud, that we have such an oldie looking, old timer sounding game. I was responsible for multiple things and I would like to apologizes to my friends, because they can feel, that I expropriate the game and we nearly missed the deadline. In the end it has much potential, so I would like to see it is used up to my expectations.

Patch info:
- Typos corrected, especially 'mistery'.
- Long text display cuts corrected.
- Collision detection updated, to prevent players from step through mountains.
- Ending Credits call/open properly.
- Missing graphics are handled.
- Sound files normalization.

Patch details:
* Equip menu error, missing: "Graphics/001-Weapon01.png" - Replaced to [GB1]001-Weapon01.png.
* First house, south-east from pier have wrong tiles, because you can walk on it.
* Mountain upper-right, upper-middle, upper-left chip have wrong collision.
* Mistery -> Mystery (screenshot was remade)
* NPC girl ( north from village) -> "I want to solve a mystery" -> [...] we just showed = showed is not fully readable.
* NPC girl ( north from village) -> "There were others like me?" -> [...] urge to solve = solve is not fully readable..
* NPC girl ( north from village) -> "What is his name?" -> [...] for the village center = center is not needs a full line.
* Avion Razon's house have a missing piece from furnace.
* Missing Ending Credits. -> Not started with enter to menu simultaneously
* Elder text: "more than an ordinary many" -> "ordinary human"
* Merchant script timing corrected, now it won't stuck if player jamming enter (talk).
* Music and sound effects are normalized.

Downloads and Links




plokdev says ...
Apr 21, 2015 @ 2:18pm

The soundtrack is really good. Easily the game's best feature. I also liked the models of the enemies.

I'm not entirely sure it fits the theme, because the combat is a pretty standard Dragon Quest style RPG. Like, what makes a Moon Sword functionally different from an ordinary one? I've only played five minutes of it though. There were no bugs, but a handful of typos ("mistery" instead of "mystery").

danielilett says ...
May 2, 2015 @ 1:28am

The artwork and soundtrack for this are beautiful, very well done for a Ludum Dare game. I'd say the combat is a little basic, and not really unconventional as such, plus it'd be nice for the enemies to do some kind of animation when they attack, but given the timeframe, it's still pretty decent. Really good job overall!

geekdrums says ...
May 2, 2015 @ 12:45pm

Great graphics and good story (I want to see the full version, four different colour one). Keep making!

Demy says ...
May 2, 2015 @ 1:29pm

Wow, this game does look and sound as a classic RPG. Awesome.

JonathanG says ...
May 4, 2015 @ 6:06pm

Lovely job with the retro graphics and audio. I'd give you 5 stars for graphics, but there isn't an option to provide a rating for that.

Seemed like conventional rpg combat, not sure how the theme fits here.

May 5, 2015 @ 12:44pm

Lazarus-omin (from Creative Sectors):
Thanks for the generous feedback, fellow devs!
Got the opportunity to say a few words: Yes, the battles are pretty standard turn-based quarrels. The twist, and the unconventionality comes in with the changing colour palettes, which are present at the weapons too, and was the base of our idea.
For example: you start with a spare Moon Sword (which was given to you by the trader at the start point), and as you hunt down Moon Ghosts, you can eventually upgrade your weapon at the smith. Your beginner weapon becomes the Jade Sword, which can hurt enemies having the Dark Green palette, but can't hurt the original Grey palette monsters. Our idea was to start with a basic set of 4 grey colours, and as you advance, you can go through a Dark Green, a Light Green, and eventually a full coloured world. (By the way: we emulate the 3 basic Game Boy-types: black & white, original dark green & light) Of course, you have to use weapons of different colours on enemies, as they appear to have different palettes. This is were we failed, as we can only put out a tiny demo by the near end of the deadline. At the moment: we only have two different monster types, the puny Moon Ghosts, and the Jade boss, at the end.
We plan to make a post-jam version though, with the original and full idea in mind, with a bunch of stuff, that didn't made it in the Ludum Dare version.

Oh, and we opted out the Graphics, because our assets were previously created. (The week before the jam, we wanted to have this old-schoolish' look, regardless of the theme)

I hope, I cleared some stuff up four you. :)

Have a nice week, and good luck!

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