FoonLudum Dare ExplorerLD38 → Bugyard

Bugyard

By _rilem, Ziryf and Ziryf

View on ldjam.com

CategoryRankScoreCount
Overall3.807
Fun3.207
Innovation3.007
Theme3.607
Graphics5.007
Audio4.597
Humor3.207
Mood4.007

Comments

tomer-cool 2017-04-25 11:11

Really cool game, did you use any engine if so, which one?

gerardb 2017-04-25 11:38

This is so good! And it's also huuuuuuge! You guys rock! I'll join tomer and also ask for the engine you used (if any). And how did you pull off that water and moving plants? They both look great!

Good job guys :sunglasses:

rilem 2017-04-25 12:06

Hey thanks! We used the Construct 2 game engine. I used R0j0Hounds 'Paster' plugin for drawing the water polygons, because that isn't a standard feature you'd find in Construct. The wiggly plants are a simple sine based rotation which increases in magnitude as you walk past them. :)

rafaelspbarbosa 2017-04-25 12:08

I couldn't get past the initial dialog :c, It said that it's "Hatch Day", he then hatched but the dialog box was still open and in front of the player, after that nothing happened, and I couldn't test it out :c

rilem 2017-04-25 12:10

@RafaelSPBarbosa, hmm that's strange. Try pressing the 'D' button on your keyboard or the A button on a joypad.

iamteekay 2017-04-25 12:51

I would watch the flowers wobble all day :wink:

10/10

undefinist 2017-04-25 14:21

@rilem the bug @rafaelspbarbosa has seems to occur when you click the left mouse button when dialog is open

doubledragonbimmy 2017-04-26 01:07

This has a great look and feel to it. I did get stuck in last cave without any upgrades on my first playthrough, but I started over and all was well. The music is fantastic! Hilarious ending too!

random-storykeeper 2017-04-30 05:58

I was led to some area where it took me to an A Bug's Life clip on YouTube. Is this the ending? If not, it's a very frustrating secret, as it reset all my upgrades. :P

Things I like about this game:

- The art is cute (love the backgrounds). - The areas are quite vast and varied, visually. - Creepy as heck bug dying animations for one of the bugs (that bug head lying on the ground...super awesome) - The music track has a catchy melody and some nice chord progression. - The controls feel smooth.

Things I had issues with:

- As mentioned in one of the above comments, I got stuck on the opening cutscene a couple of times. - Hanging at the edge of the screen but not crossing over to the other screen sometimes causes enemies to respawn immediately in the same screen. In one area where I was supposed to be able to change screens, the game had an invisible wall or something, and it caused a whole bunch of enemies to spawn in that area and kill me. It was just before the lower cave ish area. - It's possible to go to areas that require powerups before you get said powerups. The first time I played, I went to the underground cave area that starts with you falling down a long passageway so you can't get out of it. It was frustrating because I didn't have enough jump height to reach the platforms, and I had only acquired the gun. - While I do love the music track, it feels a bit too...islandy for the game. The xylophone sounds have a tropical feel that doesn't quite suit the backyard bugs, underground style. Especially when transitioning between certain areas, it would be nice to have a contrast in music tracks between certain areas, and maybe spend more time in the same areas before transitioning to the next. - Acquiring certain powerups causes the gun powerup on the Abilities list to disappear.

I do like the game overall; exploration platformers are just my style. It's mainly the bugs (not the characters) that get me stuck that make it frustrating. But I kept coming back to play it, so I guess that's a good thing.

swellbastion 2017-05-02 01:13

I haven't got to the ending yet but I really like the gameplay and world. I especially like how it looks when you shoot upwards. I might make the talk button F instead of up because I kept talking to people when I wanted to grab a vine above me.

seconddimension 2017-05-05 12:34

Hi @rilem, fellow C2 developer. You guys have a really ambitious polished game as usual!

The idea and setting was neat, I especially loved hatching out of the egg and idea of it being a little home inside. Some nice fun references in there as well. I did struggle a bit with the controller though, the button mappings were off (B was jump and A was attack), plus I couldn't walk past someone without initiating the dialogue so had to jump over them. In Gameplay terms the platforming felt good, the only issue I had was with the vines - jumping off onto a platform was difficult as you would just hit your head and fall down.

Graphics and audio are high quality, and the little animation effects and juice are fantastic. The sine behaviour is a good one, but no idea how you used Paster to do the water (I may have to experiment with that)

Also, did you know that you're my official nemesis? :laughing: Just because you do the programming with C2 and usually have a team of 3 (same as us), but mainly because I always check your results and you always beat me! I guess that means that you're the good guy and I'm the bad guy :thinking:

xavier-indie-gamedev 2017-05-08 15:01

Hi! I really like your game! The art style is amazing (love those flowers that move with you), the music and sound effects were really cute, and I like the little world and characters you created. Reminds me of a more colourful Cave Story! One thing that I thought could be improved were the controls. Using D for jump and F for shoot is really unintuitive (at least for me). I kept pressing the up arrow trying to jump and then kept accidentally talking to the same character over and over, or accidentally going through a door (up arrow is also used to climb vines and look up, so I think to many actions are on this one button). I think a simple fix would be having the down arrow as the 'interact/talk' button (like https://strategywiki.org/wiki/Cave_Story/Controls). Also, shooting was a bit tricky, due to the combo of a short range, low projectile speed, curving bullet arc, and little space to maneuver (mainly this). And last thing :P I think in the opening room, it would be cool if the controls were shown in-game against the wall (it took me a while to work out the button to jump and get out of the room).

Little complaints aside, this is really, really impressive. Great work :smile:

tinycastleguy 2017-05-14 06:16

While maybe not the most intuitively designed game ever, this was still an amazing effort for the allotted time. The animations and music were very charming; they reminded me of SNES-era games like Yoshi's Island. The gameplay isn't too dry either, though I feel it could use some tweaking. The parts of the world you made are well designed, but make sure that the player is eventually led towards the power up they need to collect in order to move on so they don't wander off from it and have to go back or get stuck. In addition to this, I feel like the game could use a minimap and maybe an ending that doesn't leave the player confused. Other than that (and a few bugs involving enemy spawning and clicking on the screen), Bugyard is a very solid entry.