Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.


Update! We spent the last 3 weeks working on a post-jam version, now with gameplay! Check it out!
Windows:
https://s3.amazonaws.com/krowocstudios.com/LD37/Builds/Windows/ArmsReach_PostJam_Windows.zip
Mac:
https://s3.amazonaws.com/krowocstudios.com/LD37/Builds/Mac/ArmsReach_PostJam_Mac.app.zip
Adding a Web version, runs much better than the old one!
https://s3.amazonaws.com/krowocstudios.com/LD37/Builds/WebGL/Reach1.0/index.html
NOTE! The web version may run slow. If it does, please download the standalone version, which looks much better anyway. Let me know if there are issues with the Linux version.
- Arm's Reach -
Confined within the inner sanctum of an evil fortress, an ancient monster reaches out into the darkness with hideous tentacles, searching for unwary warriors in a desperate bid to free himself and his villainous partner from their dungeon prison, by feeding upon heroic souls.
You must slay these foes before they can destroy you once and for all, or before they reach your partner, in their misguided goal of saving her. And, while you're at it, this dungeon has plenty of treasure for the clever monster -- if you can grab it before the pesky thieves do.
CONTROLS:
1/2/3: Choose one of your three tentacles
Q/E: Cycle to next/previous tentacle
WASD / Arrow Keys: Move your tentacle
Space Bar: Grab enemies
(Controller)
Left Stick: Steer Tentacle
LB / RB: Cycle to next/previous tentacle
X/Y/B: Select Left/Middle/Right Tentacle
A: Grab enemies
TEAM NOTES:
We decided to challenge ourselves to do something ambitious this LD. All assets, artwork, music, and code were made during the jam. It's not as finished as we'd like, but we're very proud of what's here, and hope it demonstrates the goals of the project in the days ahead. We had so much fun this weekend!
Stay tuned for a post-jam edition, with lots of new features, gameplay, and story scenes to come.
Adam Silcott: Code, Art
Greg Lord: 3D Models, Animation, Music
Ian Lane: Code, Animatics
Melanie Judd: 2D Art, Character Design (https://www.instagram.com/inkystache/)
Ricky McCallum: 3D Art
*Update 1* Fixed broken win conditions
*Update 2* Fixed broken intro scene
Downloads and Links
Ratings
#19 | Innovation(Jam) | 4.28 |
#35 | Graphics(Jam) | 4.56 |
#86 | Humor(Jam) | 3.74 |
#89 | Mood(Jam) | 3.95 |
#115 | Audio(Jam) | 3.79 |
#154 | Overall(Jam) | 3.80 |
#331 | Fun(Jam) | 3.33 |
#488 | Theme(Jam) | 3.52 |
#790 | Coolness | 49% |
Comments
Very cool entry! 5/5 innovation! It is quite easy to beat. Concept, art (both 2d and 3d) are very good and fits theme very well. Just need to polish the enemy animations when they are grabbed by the tentacle. Keep the work on!!!!! Add more levels an features and you will have a great game!
The intro is amazing, very well drawn. THe gameplay is challenging and interesting. Juggling around with three different tentacles can be very demanding. Overall, a very well done game!
I liked the tentacle mechanic, although I would have loved killing people
LOVED the intro
Art is gorgeous, tentacles are always nice!
Thanks for, a pity short, but amazingly illustrated story)
loved the intro and the assets. Tentacles were sometimes hard to control and didn't respond to button presses.
All in all, an awesome game.
I love the idea, aesthetics and the execution, although it was a bit hard to control the tentacles and at the same time keep track of the state of the whole room.
Despite this, the game is a really clever take on the theme and very solid overall. Great job!
Amazing idea, art, mechanics and sounds. Quite hard to learn controlling well and somehow the enemies started walking to a point where I wasnt and I could then end the game
This was supposed to be about tentacle management, but I found that the easiest way to play was to use one tentacle to block the route to the 'princess' and then attack with impunity.
Awesome graphics! Feels very polished. The mechanics were a little weird because i could just block the path with one tentacle and kill everyone else with the other.
Liked the concept and the art but maybe lacking a bit in execution of the core mechanic, maybe more feedback when grabbing enemies and easier control of the tencacles
Technically and visually an extremely well put together entry. The dynamic tentacle mesh system is quite an impressive feat on its own.
The negatives then. There is no challenge. Blocking the corridors with your tentacles is way too easy and the enemies have no way of attacking you afterwards. As such picking them off one by one is a rote exercise, rather than an exciting time.
You should concentrate more on game design next time. Games are about decision making and overcoming challenges (fun). A trivial victory is a hollow one.
The intro animatic stunned me! The models, lighting, and animation in the maze felt fantastic. When I got a tentacle near a traveler, pressed space, but I didn't figure out how to grab the traveler.
Awesome! Much better drawings than my game... :\ Love the controls, though it took me a couple tries to figure out that you;re supposed to shove the enemies into those squares of light (I guess they're pits)
Great concept and presentation. Love the music so much! The addition of the intro set everything up perfectly. Awesome work!
Nice graphics and music. Gameplay is funny but became a little bit boring after some time.
Awesome entry overall.
Challenging game, great intro! I included it in my compilation video series of the Ludum Dare 37 games, if you’d like to take a look. :) https://youtu.be/gkZsQxjDEm8
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Wow! Tentacles ! o_O'