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

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Frinja

by OzlFX - Jam Entry

You are a ninja exiled from your fellow brotherhood of ninjas. Your family is held captive by your once dear friend and Senpai, you must tear through the lands, killing or avoiding any who stand in your way and rescue your family! Good Luck!

(Unrelated) P.S. OS/X haven't been tested on but link has been included due to YoYo Games saying that there should be no problems with running any game on OS/X. Linux has not been included due to the file being an .exe! Also this is my first EVER game and Ludum Dare participation.

Please Enjoy

Any Questions, queries and feedback are extremely welcome - good or bad

Downloads and Links


Ratings

#2387Coolness10%

Comments

OnlySlightly says ...
Apr 25, 2015 @ 4:51pm

I appreciated the wall climb ability and liked that the ninja was a circle just like his weapons. I also liked the touch where instead of just restarting the level you moved the camera back to the beginning.

May 3, 2015 @ 11:35am

Sorry that I'm going to have to give you negative feedback on this, but hopefully some of this will help.

First of all, the purple projectiles knock you straight to the left, even if you're on the right of the enemy that fires them. There's a few solutions to this. You could check the velocity of the projectile, and modify the player's velocity by that. You could check the x position of the enemy firing them to determine whether to push them left or right, or you could compare the player and enemy's x and y positions to find a ratio of the force you should apply to the player.

Secondly, releasing the jump button immediately cause the player to start falling. I presume you're setting the player's y speed to a certain value when they let go, but instead you could add some code handling jumps to the main physics code. Pressing jump while on the ground sets a variable to true, and then releasing the button sets the variable to false. While the variable is true, the physics code can add to their y speed to counteract gravity. Instead of a boolean you could use a variable that decays from the initial jump's force down to 0, with releasing the jump key setting the value to 0, for a jump that looks more realistic.

Also, most platformers have a little bit of acceleration to the character's movement, building up to the character's full speed as you hold right or left. Too much of this can be a pain (check some other platformers in Ludum Dare and you're sure to find some of this sooner or later), but a little bit does wonders for game feel. This can be handled in a similar way to the suggestions I had for jumping.

I'd suggest you experiment with all this (I'm hardly an expert myself), and see what you think. Hopefully this has been helpful, and you can learn a lot from this Ludum Dare. Good luck in the next one!

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