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

Back to Browse Entries

Malilbro

by uniuni - Jam Entry

Malilbro is a 2d exploration game, where you have to colect feathers to pass for the next phase and survive the attack of terible monsters to save your big bro.

Game Design: William Vieira Dorneles
Level Design:William Vieira Dorneles
Enviroment art: Claudio Reis Jr
Character Design and animation: Vinicius Taborda Duarte
Programming: Nícolas Hoffmann da Silva and William Vieira Dorneles.
Music: Risky Path - ClimbLadders
Music license based on creative commons.

Downloads and Links


Ratings

#404Audio(Jam)3.00
#595Mood(Jam)2.95
#756Graphics(Jam)2.79
#960Theme(Jam)2.46
#973Overall(Jam)2.60
#1011Innovation(Jam)1.96
#1045Fun(Jam)1.96
#1436Coolness46%

Comments

ss64games says ...
Apr 21, 2015 @ 3:30am

I enjoyed the character art and and animations a lot, but for the environment sprites it looks like you had some trouble with the transparency around the sprites (they have white outlines). Make sure you are saving as .png's and make sure your import settings in unity are getting you the right alpha transparency. I also noticed some of the graphics (very large rocks) were too low resolution and looked blurry. Beyond the graphics the gameplay seemed pretty smooth although perhaps it felt a little slow paced to be a fun combat system.

zillix says ...
Apr 21, 2015 @ 3:47am

the art is adorable! a minimap would have made exploration quite a bit easier. great work!

Ilseroth says ...
Apr 21, 2015 @ 3:47am

So I spent a minute walking around, finding feathers and nothing really happened. On top of that the lakes moved when I walked into them. In addition even it is creative commons music you have to properly credit them in use (look it up if you don't know how.)

sorlok says ...
Apr 21, 2015 @ 3:47am

I liked the mood and visuals, but the mechanics really got in the way of my enjoyment of the game. A few ideas:
1) Allow diagonal movement.
2) Allow walking behind the tops of trees.
3) Fix jitter when walking into obstacles.
4) Provide feedback when you get hit, so it's clear you're losing HP.

Really off to a good start though! I really liked the world you set up and the concept of the hero and his weapon.

bace1000 says ...
Apr 21, 2015 @ 4:31pm

I explored the world for a bit, but I couldn't find many feathers. A lot of the art has little borders around them and the lake can be pushed. Sorry to be harsh, but this game needs some work. Good luck if you make another game.

Dhim says ...
Apr 22, 2015 @ 10:15pm

Lovely character design, background and mood are a bit grim for my taste but that is not a bad element in any way.
I find it hard to know where to go or what to do, in particular how many feather are in a level and how many are expected to open a door to the next area, plus the fact that the next area only open when you come close to it make it difficult to understand. Your weapon ( a piece of paper ? ) is slower than the character making it difficult to shoot and avoid the monster.
Good entry

Apr 24, 2015 @ 11:51pm

It seemed a little sparse, and there were some issues with the sprites aside from the main character, but the feel and look of the game complimented each other quite well.

Apr 24, 2015 @ 11:53pm

Loved the art. Found 1 feather and then had a hard time figuring out what to do next.

HellBlazer says ...
Apr 25, 2015 @ 1:00am

Pretty cute character design. What am I throwing though? A pillow?

There are a few annoyances about the gameplay though. Not the least of which is that the collision boxes on the obstacles seem way too large. Many spaces look wide enough for your character to go through, but they're still blocked by nearby colliders. It makes navigation quite annoying. Once, my pillow (?) got stuck inside one of those invisible obstacles and I couldn't get it back. Also, the gates should really have some sort of indicator that they require a certain number of feathers to be opened.

The bug with the lake you can push was pretty amusing though. ;)

You must sign in to comment.


Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs (http://mysite.com/mygame.zip) and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.


[cache: storing page]