FoonLudum Dare ExplorerLD20 → Rainbow_Riding_Hood

Rainbow_Riding_Hood

By mr_hk_

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Comments

sfernald 2011-05-02 23:48

ok, that is just crazy good for a 48 hour game. You guys must work as a team professionally right?

sfernald 2011-05-02 23:55

just downloaded the source but didn't see the actual game code in there. did you intend on releasing it?

pov 2011-05-03 00:18

I adore this. Beautiful work guys.

fishbrain 2011-05-03 06:33

veeeeeeeerrrrrrry nice! very polished and pro!

haqu 2011-05-03 06:45

this is amazing! so much details.

abe 2011-05-03 10:25

@sfernald : We're not from the same company and I never worked together with Mr_Hk_ before but we have all worked for a game compagny previously or actually.
Concerning the sources, It's just an omission, we'll fix that asap :)

Thanks everybody else for the kind words ^3^ and sorry for the remaining bugs, 72h is quite short in fact ^^.

hectigo 2011-05-04 20:19

Whoa, absolutely amazing graphics, and the amount of content and detail for being made in such a short time. The gameplay wasn't too impressive, however, it seems like the best strategy is just to mostly hold left so the riding hoods go forward as slow as possible and spam the attacks.

mr_hk_ 2011-05-05 08:11

Thanks Hectigo.
You're right about the gameplay, arcade demands calibration, and we did not have the time to balance properly the spawning.
Babies should come and kill campers. I would have loved to add zombies coming from the back too.

Maybe we will update it a little later.

drpetter 2011-05-05 10:46

Lots of neat touches, with the extreme amount of creative graphics and animations, plus the progressive music layering. I'm having trouble enjoying the actual gameplay though, as the controls leave little room for reactive action and makes it feel a lot like a game of chance.

It's very high-paced, and I think it might work well as a twitch arcade game if the framerate had been higher (60 fps), player hitbox was smaller, camera didn't swing around unexpectedly when changing direction/speed, and above all - the attack repeated much faster when you hammer the trigger.

Actually I think the last two are most important. Framerate and hitbox might be fine if the camera+player movement was more consistent, so I could easily follow the paths of items on-screen, and ideally had enough air and ground agility to avoid them. I'd love jump height to be variable so I didn't have to accidentally jump into enemies that appear after I leave the ground.

I just feel like I'm held back in several ways, that I need greater resources as a player to handle the oncoming enemies.

Really hope you make a balanced update with some of these changes. I know how hard it is to create and tweak everything in just two days, even for a much simpler design. Could be a really fun game though, on top of being a nice art gallery :)

mr_hk_ 2011-05-05 18:51

Thank you DrPetter for feedback.

I'm more than agree with you.
I'm a huge fan of hardcore plateforme shooter, from the early shinobi or megaman to katana nagari.

Sharp control is the key to pleasure and skill in all those great game.
I will definitly try to find the tim to adjuste those controls, camera and spawning issues.

My base idea was to record previous ghost and then lt you play along will difficulty was incrasing.

I though it was to tricky for a short dev so i turn to an opposite direction : let the first be the more difficult, you score x7 at first life, and x1 with the last one.

So the skilled player could try to focus to score without ding.

Ho man, i'v got so many ideas about weapon evolution/combo, air based vs ground control...

I guess i will ahve to make another whole project based the exprienced gaine in this LD20, maybe next ludum ?

kvisle 2011-05-07 13:54

You can sell this on Apple AppStore.

the-jack 2011-05-13 01:49

Nice art. Seemed to get impossible around 200K.

Great ideas and a complete A/V asset set here makes this one to tune and release. Great work!

gr33nl1nk 2011-05-30 05:56

Nice game. The source code is still missing?