2017-04-25 17:26
This is pretty cool! :D It feels like a huge world.
Foon → Ludum Dare Explorer → LD38 → Tiny Ranger
By crimid
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 760 | 2.36 | 21 | |
| Fun | 680 | 2.50 | 22 | |
| Innovation | 770 | 1.85 | 22 | |
| Theme | 777 | 1.57 | 21 | |
| Graphics | 710 | 2.21 | 21 | |
| Humor | 557 | 2.11 | 20 | |
| Mood | 738 | 2.11 | 20 |
This is pretty cool! :D It feels like a huge world.
Good music and sound, and good graphics !
However, I don't really understand the connection with "Small World" theme.
@matoux42 Well, the idea was essentially me trying to be slightly cheeky with the theme while still sticking to it. Metroidvania's are known for being Large, Open World labyrinths, and the idea of trying to fit that experience into a (relatively) small, 5-15 minute package interested me.
This music is pretty jamming. I couldn't figure out what I was supposed to do to win (maybe collect those pill-looking things?), but it was pretty fun just running around shooting dudes. If you are going to continue development on this game, the first thing I would recommend fixing is the controls. The character is pretty slide-y and doesn't have much of a sense of weight. Fixing that along with making some graphical improvements will go a long way to making this a lot better. But what you have here is pretty good.
I don't have 7zip due to issues with my network provider who doesn't allow it. I'd love to play a WebGL Build of it!
@superpokeunicorn The idea was that you collect the pills and used those to scale the otherwise unclimbable stairs and cross the giant pit. Though, in my (admittedly accidental) switch to a much closer camera view then was intended I guess I forgot the player couldn't exactly see that. I actually have a mostly working platformer-controller ready for the final version that I'm hoping will be more fun to play with. While I honestly don't have much left to do in terms of graphics (I'm not much of an artist myself, though it makes me very happy people seem to be liking it) I do have animations for every enemy and the main character that simply never got into the LD version, which I'm hoping will make the game a bit more pleasing to the eye. Much thanks for the criticism, always appreciated.
@occultone https://crimid.itch.io/tiny-ranger here ya go, Edited the page with the new link, But it might take a while for it to update so I figured a comment might be better.
A really interesting entry, although I was a little confused about what to do :) Using the space bar to shoot instead of jump was a little confusing at first but it was an interesting game. The world you move around in seemed really big and well layed out. Well done!
Game have few small bugs, like guy is not always looking to shoot direction and you can't see some text unless it's fullscreen. I also didn't get how to jump higher, sometimes it's low jump and sometimes it's higher more than in 2 times...
Gameplay is pretty classic, but enemies here have very different "danger level", small white ghost instantly killed me few times -__-. Audio suits well to the game.
Art...well, sprites are fine, but when they are combined into same game colors make too much contrast, especially main hero. Some knight in armor would suit better probably.
A variety of enemies, nice graphics, cheerful music. I can't sitdown is a real pain for player. Sliding physics is killing me, turning the game into a simulator cows on ice. Please, fix physics!
It's a good game, I recommend you to try put more Game Design to make a harder game!
One of the harder platformers I have played so far from the LD 38 games. Could be a bit more polished for the 72 hours Jam but I liked it :) Keep working on this one and add some HUD and it will be even more fun :) Maybe you want also to checkout mine platformer game -> https://ldjam.com/events/ludum-dare/38/noizy
Wish you a nice day!
@jaytord I tried modeling the jump to be similar to Mario, so holding the button will make the character jump higher.
@bloodjohn Yeah, sorry about that, player physics were really rushed in, luckily I have an almost finished, much less wonky implementation for the polished Post-LD release.
@yves Oh, Didn't notice that the UI didn't show up on WebGL, thanks for bringing that to my attention. Can't exactly fix it now, but knowing is very useful for the polished build I'm planning. (Played you're game, very nice job, im legitimatly jelous of how good it is asceticly)
I love the music and the graphics. I also had fun playing the game for some minutes, but I did not feel the small world theme to be especially addressed. The controls seemed to be a bit unprecise, my jumps had different height. I could not find an indicator of my health points (I played the web version). When I died, the figure disappeared, but I did not know how to restart.
Fun game. Had to dust off my 2D platformer skills. If you continue with the game, maybe add more of a theme to the map.
Try to clean the layout of the game itself. The controls are confuse, its better change the buttons. Keep trying. Its hard to get the things done in that amount of time. Good luck. Sorry for my bad english by the way.
Cool, there still are metroidvania games I haven't played yet! (please checkout mine!)
The music is cool and the 'water' world reminds me of bubble man stage, this is nice!
Possible improvements: - the level design could use some polishing: too many open paths from the start, and you're revealing too many new enemy types too fast, there's no feeling of progression. - the player shooting rate is too low - there's no feedback when getting hurt, or when a bullet hits an enemy ; it's not clear that something's happening (some blinking/flashing, or a 'hurt' sound would be enough) - for some reason, the character slowly "slides" to the right on its own (badly tuned physics engine?) - I couldn't find the 'restart' button (once you're dead, which happens pretty easily!)
I like that you attempted to make different areas for the game, I enjoy metroidvania games a lot. The sprites are okay, and enjoyed he fast paced music, it would of been nice for it to change when you entered different areas, but we only have so much time during a jam. I can see that you gave the enemies different attributes and different movement paths to add variety, nice touch.
These items may have been mentioned before, but this game throws a lot at you at once. There are dozen of enemies in the first few moments of the game. I didn't know where my health was or how much I had, which didn't allow to gauge how dangerous enemies were. The controls are a bit hard to get used to as well, and sometimes it was better to just run away from enemies, then to shoot them at all.
Good job, there are some issues to be fixed, but this a nice start. You said that you would continue development, I would like to see what the game looks like when it is finished.