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

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Clock Chaos

by Venneque - Jam Entry

This Action-RPG game will make you wander through a steampunk-like world that you devastated not so long ago.
In order to survive, you will have to find some artefacts that will increase your beloved rifle !
Beware of the robots that await your death...


Hey guys, thanks for coming to this page, we hope you will enjoy our little game, despite some content that had to be cut since we were in such a rush.
The game might take a bit long to start so dont worry about it and physics is kind of approximative ingame.

Used :

- SFML / C++
- PhotoShop
- Audacity

Audio audioDesigner = "Nadir Arbia";
Graphics graphicsDesigner = "Gnoumagbée Camara";
Programming mainProgrammer = "Alexandre Du lorier";

Downloads and Links


Comments

sebgtfr says ...
Aug 31, 2016 @ 5:03pm

Game pretty cool, graphics are a bit amazing, else IA of robots are weak with only simple patthern without pathfinding. but final boss is most powerful and really try to kill us. Music and Sound effects are good. Good jobs !

Aug 31, 2016 @ 9:14pm

Seems like a good start; really like the design of the main character and the robots. Would have liked info about the controls or what I'm doing though.

mar3k says ...
Sep 9, 2016 @ 3:34pm

Nice idea and cool art, but I had some issues with the physics sometimes (was stuck/no way to shoot an enemy...). Good job though

HuvaaKoodia says ...
Sep 11, 2016 @ 8:07am

The graphics and sound are competent and the idea, while simple, is not terrible by any means. Too bad everything else is severely broken.

First off, explaining the controls in the description is a common practice. Hiding them into a pause menu (which most entries don't even have) is not.

The hit detection and collisions are all over the place. Half the time the bullets don't hit the target and the other half they collide with an invisible wall.

Apparently there is also a boss of some kind but I couldn't get to it as the path near the lake is blocked by yet more invisible walls...

You should allocate more time into play-testing next time. Fixing the level colliders would have been a 10 minute job, tops. Keep at it.

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