Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

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Super Sentinels

by Brightstar - Jam Entry

The mission in this "level" is to collect all of the "power disks" and escape the robot compound.

Title screen labels the buttons incorrectly.

Z = Reflect Projectile *
Ctrl = Jump *
Shift = SHIFT

This game was made in Click Team Fusion. There still some bugs present. Reflected projectiles don't destroy enemy robots for example.

All art, sound effects and music are original.

Created By:
Anthony Rossello
Jim Yetto
Jamey Stevenson

Downloads and Links




Apr 23, 2016 @ 1:04am

Nice start to a game! Reflecting projectiles is a neat component. I wish the shifting did more and I got it earlier. And of course I wish there were more levels! Congrats on finishing this level.

TheMeorch says ...
Apr 23, 2016 @ 1:48am

This is a nice start to a classic DOS style action game! I like the precise timing needed to reflect projectiles -- that feels really good. I wish the character didn't maintain so much inertia when switching directions, especially when moving in the air. Lowering that could make things move a little more responsively and get the action going. Nice work!

dcolgan says ...
Apr 23, 2016 @ 1:58am

Not much to add from what was said before me. Though I thought the timing needed to reflect needs some work.

Weeping Rupee says ...
Apr 23, 2016 @ 2:44am

Not a bad beginning. Would love to see a bit more!

APantaloni says ...
Apr 23, 2016 @ 2:38pm

Really short so it's not easy to judge, but it looks like a solid start.

May 3, 2016 @ 5:39pm

The jump and deflect buttons seem to be switched and it might be cool if the deflected projectiles could be used against the robots that are shooting you. Really fun, though, I liked it!

TheCain says ...
May 4, 2016 @ 1:13am

Very short, and I didn't see the purpose of the SHIFT

FengeR says ...
May 4, 2016 @ 3:01am

Z and CTRL button have been switched.
Being able to pass through the grey blocks but not (the edge of)* the wooden thin slabs is not intuitive.
I don't understand what the shift is supposed to do (it makes you invicible, bigger and yellow but... there's something missing). And you can't shift unless you reach the end of the level and you found all disks. That's weird.

*well I saw that we can pass through slabs but only if we're really under them

SIN Gaiiden2 says ...
May 4, 2016 @ 2:18pm

Nice concept. A bit short, but good ;)
try our game plz

May 4, 2016 @ 9:05pm

I just wish the source was available...

Omiya Games says ...
May 6, 2016 @ 7:22pm

I feel robbed by that ending. That cliffhanger....


LukeZaz says ...
May 7, 2016 @ 4:41am

Fun little game! The controls were unusual, but - while I'm not sure this was intentended - the poster at the very start succeeded in getting me to figure out the jump button, which was the thing I was most confused about initially.

Reflecting seemed to break if I did it too much in quick succession, though I'm not sure if that might be intentional? Oh, and great timing on the text appearing at the ending screen, by the way!

alyphen says ...
May 7, 2016 @ 6:42am

The mechanic feels like it needs a little work, but the music is decent and the level design is alright. I couldn't figure out how to complete it without taking damage from the spikes, but you can jump relatively quickly from them so you can still survive.
Reflecting projectiles could be a bit more satisfying with some visual effects and perhaps some better sound effects. Perhaps if you'd got the robot destroying in it could be better.
As others have said, making the shapeshift mechanic more intrinsic to the game could help a lot as well. At the moment it feels very much like most other platformers (aside from the neat projectile reflect mechanic)

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