FoonLudum Dare ExplorerLD26 → Super Mondria Brothers

Super Mondria Brothers

By dansludumdare

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CategoryRankScoreCount
Theme3083.80
Audio4072.96
Innovation6792.97
Fun7472.77
Mood7882.65
Humor9161.75
Overall9752.77
Graphics9832.48
Coolness141145

Comments

msquirrel 2013-04-29 07:11

I liked the idea of this and I liked the graphics and the audio, but if I'm honest, I found the controls, really jumpy and fast and the level flew past at such speed it was quite disorientating. I couldn't find the end of the level if there was one? Anyway, I liked the idea and the graphics, nice job!

cogentinvalid 2013-04-29 07:18

The combination of the fluid movement and large pixels made the movement seem really odd but also strangely enjoyable. I would've liked to see more open areas to explore in addition to the tight corridors that make it up right now.

loren 2013-04-29 22:24

great idea and awesome name :)

vandriver 2013-04-30 23:58

i quite dig this. i've always been interested in a 'lock and key' metroidvania being procedurally generated. and this is that in its most minimal form. pretty cool. also i loved the controls and sounds. i got a big zzt vibe, which i hadn't though about in many years.

canobie 2013-05-01 00:02

Very nice... It sounds great too!

ilo 2013-05-01 01:46

An interesting experience, for sure, and it worked as you suggested: I found the jetpack first, then flew to find the blue square, got past some water and found the red square's brother.

I can't think of anything terribly original you could add, just obvious things like tunnels filled with soft rock walls you could only dig through after acquiring a pickaxe (or a square that represents one); learning to climb vertical walls before upgrading to the jetpack; riding various one-directional liquid flows to get to new discrete cavern areas. That sort of thing.

mort96 2013-05-02 08:18

This game has a strange fast pased, fluid and loose feel uncommon for this kind of game. I like it :)

paulopn 2013-05-11 00:51

If it's procedurally generated, I already love it by default. I like the use of sound too, althought it's a bit too loud. The only real complaint I can think of is that 2d jumping doesn't work very well with grid based movement.

commanderstitch 2013-05-15 02:49

I could jump very quickly. The only thing that was weird was that the camera bounced everywere when you moved. maybe as a result of a grid based movemnt? Also it seemed like i could jump in the air. didn't know if htis was intentional or if that was the gold things i collected. :)

hissssssssss 2013-05-15 12:31

The goal-based generation idea seems neat, but the movement was too jerky for me and gave me a headache after a few minutes. I found a blue power-up right away but never encountered any water or vertical shafts.

benjamin-soule 2013-05-16 15:12

The sound design was curious but funny I like it a lot. I wandered a bit in the level, visited what it seems to be the lower, upper and easter part but can't found any exit.

jonathang 2013-05-17 12:12

Very odd hyper speed exploration game. I liked the sound effects, but couldn't find a goal.

fermcg 2013-05-18 12:36

Really minimalistic! congratulations. By the way, I see you also used SFML (I ported my post compo to sfml). I compiled it with the static libs using visual studio express. Have to carry those msvcR/P110.dll all around. Did you compile yours with code::blocks?

dansludumdare 2013-05-26 17:43

I've never tried static libs. But, yes, code::blocks is easier to compile for distribution with. You can distribute (without mscvR/P110.dll) with VS as well, just requires some settings I never bothered to figure out. It's not the difference between debug and release; distribution is the key word.