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

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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




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. ;)

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