Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

Back to Browse Entries

Elsa, Caster of the sun stones

by GrassWhooper - Jam Entry

Elsa, Caster of the sun stones

My Ludum Dare #36 Entry.

you play as Elsa : your goal is to protect your home land for 360 seconds, and cleanse it from the monsters if you can.

player clickable weapon: throwing stones.
player passive skills: you gain extra health every 20 second.

your enemies for this level, are Flies that are Occupying your left area, and mean fishy moths that are polluting your right side. it is your choice, which one to cleanse and activate the shield to help you with the invasion.

or just wait and a Mass your health with no risk, until the shields are turned on (after 300 seconds).


controls are simple : WASD for movement Left-Control for shooting (or left mouse button). J or Space for jumping



instructions: UnZip and play.

Credits: i own Zero percent of all the art that is in the game(all i did was code the arts i have gathered). and i was in a hurry when collecting them because well, it was a rush. so im sorry for not providing a list of Credits. i'll try to group them up and post them sometime.


final words:

best of luck hope you had a nice time. and i hope you enjoy my game, even if for a second


Edit: the only change on the file which i made six hours later was
changed health of main base from 50 to 20 and did same for shields. otherwise the player would never lose (it was high for testing purposes ) good thing ludum dare allows for tiny edits like that
Edit2: now it can be played in Browser and downloaded too.

Downloads and Links


Comments

onyon says ...
Aug 30, 2016 @ 8:47am

I like the art and the concept, good job:)

qzqxq says ...
Aug 30, 2016 @ 9:06am

Some comments/suggestions:
-You already know this, but the graphics style is all over the place. Just using a nicer font and actual bars instead of the scrolling bars for health would probably make it look a lot nicer.
-In my first playthrough, I fell off the bottom of the map, and I was forced to restart because I kept falling.
-In my second playthrough, I got a game over screen without knowing why (not sure if the time was up or if I ran out of lives or something). Conveying this sort of information in some way would be good.
-There's a lot of momentum, which made the platforming sections very difficult.
-The options menu doesn't seem to work?
-

qzqxq says ...
Aug 30, 2016 @ 9:09am

Oops I accidentally submitted, here are some final thoughts: There are a lot of good ideas here, but it gets confusing when everything is mashed together (there are like 4 separate health bars which aren't well-distinguished). If you could focus in on one or two mechanics and really flesh them out, I think that could make for a really fun game. Overall, good job!

ursagames says ...
Aug 30, 2016 @ 9:30am

That was fun! A death from falling, or just an area of ground at the bottom to prevent infinite falling would have been nice, but other than that this felt like a pretty solid entry!

Ghen says ...
Aug 30, 2016 @ 10:11am

good game, i like how you utilize limited sprite into a good looking attack animation for the bats
anyway, theres couple thing you might want to fix
1. the control very weird, you can move and attack at the same time
2. the art not fit together, if you use pixel art sprite, try to set the sprite renderer into "point" rather than "billinear" (i assume you using unity)
3. and also the ball/projectile movement speed is much slower than the player, it should much faster than the player speed

GrassWhooper says ...
Aug 30, 2016 @ 10:45am

thank you everyone for your constructive opinions and kind words.
i Honestly, dont know how i totally missed the fact that, you can keep falling infinitely. i had it in my mind to make it so that, the player dies when he falls, but yeah i guess within the rush i have forgotten.

@ghen thanks, i didnt know about the "Point" and "billinear" options till now :)
and i guess you are quite right, especially when the player is Accelerating.

@qzqxq you are correct, i guess this is a major problem (graphics being out all over).

i'll work a bit more on the game and fix those issues you guys mentioned, as i said

again thanks everyone for your kind and constructive words and opinions :)

teamBallShui says ...
Aug 30, 2016 @ 12:02pm

Nice Idea. I think you could expand on this. But the art is all over place :o

No "Fall out of map" - detection.

I think you could give the game a nicer feel if you allow proper moving and attacking at the same time. Could work with the momentum you already have. Also give the player some more information. Although I read everything I didn't really get what I was doing or supposed to do.

GrassWhooper says ...
Aug 30, 2016 @ 1:26pm

thanks for your comment, and i guess i might have to try out the game with "move and shoot" at same time :)
and sorry the explanation was not clear (im always bad at explaining stuff :D ) i think its a skill i need to work on.
thanks for trying my game.

Aug 30, 2016 @ 1:42pm

Interesting little game, though the controls seemed a bit floaty. Certainly not bad, nicely done! :D

cushycode says ...
Aug 30, 2016 @ 1:50pm

The controls are a bit floaty and i flew off into the void too easily!

AODQ says ...
Aug 30, 2016 @ 7:28pm

There is a lack of friction and when you attack the character does not apply velocity which just makes it hard to navigate. Not to mention if you miss a tile you will slip into the void of space forever with no escape. The images are blurry and the tiles don't clip properly, and neither does the player intersect properly with the tiles (negate your velocity on collision with a tile along with just setting position to the edge). In your screenshots this is a different case so I wonder if it's that you render using linear interpolation rather than just nearest-pixel. There is a fundamental problem in that the enemies don't seem to ever attack your base.

However, jumping on enemies and killing them (when it does work) is satisfying. The UI is comfortable and the tooltips are a great idea. Two distinct enemies coming from either side is a nice idea, and the moths attacking at an angle which tracking you was done well, except they will stop their attack animation if you fall out of their attack distance. The 'lens flare' that occurs shortly after you attack is a nice touch.

Sean says ...
Aug 30, 2016 @ 8:52pm

I tried playing a couple times, but both times slipped off the platforms and fell forever.
This looks like it could be a decent game, but I think it would be substantially improved with a bit more polish.

rjd_gamer says ...
Aug 30, 2016 @ 9:20pm

love the explosiion effects.

Anudin says ...
Aug 30, 2016 @ 10:31pm

Gameplay is fine except for the gravity feeling quite unnatural (not enough gravity). I did not really like the graphic aspect because it doesn't look uniform at all. Vector like drawings in the background pixel art in the front and on some textures there seems to be the wrong filter as they appear very blurred on my end. Honestly go with simplistic pixels / pixel art rather than throwing too much together. Somehow this whole comment sounds a bit more negative than i intended to so i repeat: the gameplay is fine. Just work at the graphic side :)

Aug 30, 2016 @ 11:14pm

Graphics need to be tweaked a bit, maybe you forgot to change the filter mode? The controls and movement in general are unresponsive but it's a good start! Otherwise great idea, keep it up.

GrassWhooper says ...
Aug 31, 2016 @ 9:32am

Thank you everyone for your kind words and constructive feedback.
this is some valid and helpful feedback thanks again i shall be tweaking it a bit today and tomorrow fixing some stuff you guys mentioned :)

and dont worry if its Negative, as long as its good constructive feedback :) .

Insality says ...
Aug 31, 2016 @ 7:00pm

So. Probably you know it, but anyway:
You a good at game-design/concept, and trying to implement it. But you will learn more how to do right games (im about graphics, tech. part and others)
So congratz with LD36! Hope you next game will be much better (the next game ALWAYS much better)

So now you have the completed game!

duskpn says ...
Aug 31, 2016 @ 7:55pm

Good job on the game! The concept is interesting, it just needs a bit more of work.

The blocks that make the level seem a little disjointed, did you place them by hand? If so, try holding the ctrl key on unity when placing them, that ensures they'll always be on the grid. Also, like someone else mentioned, a little more friction on the main character would make it a lot easier to control. (maybe try changing the "gravity" and "sensitivity" values of Unity's input axis, if you used them to move the character)

I really like the idea of choosing one side of the level to tackle, with more work this could be a great game. Keep it up!

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. Many solo participants 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]