samuli 2017-08-01 18:13
That was a blast! Would have loved to play something like this back in the days with Saturn.
Foon → Ludum Dare Explorer → LD39 → Running Voltgun
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 36 | 4.16 | 89 | |
| Fun | 33 | 4.06 | 89 | |
| Innovation | 559 | 2.83 | 89 | |
| Theme | 384 | 3.54 | 89 | |
| Graphics | 33 | 4.55 | 89 | |
| Audio | 34 | 4.14 | 89 | |
| Humor | 232 | 2.93 | 75 | |
| Mood | 148 | 3.75 | 83 |
That was a blast! Would have loved to play something like this back in the days with Saturn.
This is awesome! Amazing amount of content and polish for a jam game. Really satisfying mechanics.
Definitely a very presentable game, with a lot of polish in the graphics and audio departments. Unfortunately I've found enemies walking through walls and glitching around otherwise, so that was a bit disappointing to see. It seems also rather hard to avoid projectiles and enemies at times, which may be due to how cluttered the pixel graphics get at times, and the movement controls not being entirely fleshed out.
@Shinmera I've not encountered any enemies walking through walls or glitching out, unless you're talking about them walking through the destructible terrain, which then it's supposed to happen. You can dash through enemy projectiles, (something I've not mentions as I want people to discover that for themselves, but I've spoiled that now lol.) You can customise the controls to your liking on the title screen. Ideally I'd like to of added controller support but I didn't have the time to do that and port it to flash. >.<
Insane graphics! I was having a lot of problems shooting the blocks though, kinda frustrating. Maybe make them the size of the player?
This is so very good, great work.
I don't even understand how it is possible to create something like that in 2-3 days. What do you do for a living? How much time do you spend each day (or each week) honing your creative and technical skills?
Really, this is an awesome game. I think it would take me at least 6 months (probably longer) to make something like that.
AWESOME, DUDE.
Amazing Game! Incredible for a Jam!
Love the cute graphics! The audio is also a perfect fit for this visuals .
Very impressive game. I encountered a game breaking bug during the second boss fight. Instead of dying, my character disappeared and the boss continued to lose health until he too died. After that the game would no longer progress. That aside, what an awesome entry.
Badass and impressive shooter, simply amazing !
**Positive things :** - The graphics are top notch, i especially like your artstyle and the genesis like palette you chose :) - The music, sound effects, and overall sound design, was pretty cool i.m.o. And again i like the fact you went for that genesis sound ^^ - The overall gameplay and gamefeel - The customisable controls which is always a plus in any game - The weapons, really liked em, and there's a pretty good selection too - The little details, like the fact that the bosses slowly run out of power as well
**Negative things :** - A little lack of feedback on the bosses when they take damage (eventhough there's the hp meter, a bit off feedback on the sprite itself wouldn't hurt i.m.o.)
I think that's all there is to say really. How did you manage to make such an awesome game in 72 hours O_o ? Always amazing
Anyway you get : the 16bit Badassery award, for making a really kickass game :p
Truly an immense amount of content to be made in a single weekend! Very polished looking/feeling. Really looks like a classic shooter, with even a bit more juice added in. Lovely use of the theme as well :slight_smile: Great entry!
Such wonderful graphics and music!!!
This is absolutely incredible how much quality content you managed to pack in such a short amount of time!! It feels like a genre child of sonic and metal slug (a great combo by the way). I'll need to find some time to play all the way through this one!
This game is lit, incredible graphics and super fun gameplay. Defenitely one of the superior entries this LD, i look forward to seeing your results
Awesome game! The kind of game I would like a proper release for it. I'm a big Mega Man fan and I had the same vibe from it. Excellent job!
This game feels like a mix of:
* Castlevania Symphony of the night * Jazz Jackrabbit * Contra * Sonic * Maybe some metal slug
All of the above are good things! I liked the gameplay and the graphics, its hard to grasp that this was made in 72h!!
W T F. Really I need explanations, the good is well too polished to be made in a jam and the 3000 views of the flash version seems impossible while having only 30 upvotes. So, either you're member of a pro team and so congratulations to all of you, either the game was perfect for the theme and you decided to lie about it. I'm curious, tell me !! Congrats for the huge work anyway (5 all). What technologies did you use ? Thanks !
This is a surprisingly AWESOME game that I didn't expect to find this late in the week!
It's amazing to see a game like this made in 72 hours... how big is your team?
Likes: - ABSOLUTELY BREATHTAKING ENTRY! WOW! - music, graphics, pixels, it all comes together wonderfully - fast game pace - satisfying screen shake and hit feedback - chunky enemies and big fat bullets :heart: - a full-fledged 16bit-esque jump and run, wow.
Try differently: - shootable bricks can be a bit tricky to hit, instead of a dedicated jump button, consider going true 16 bits and put jump on "up". *Turrican II theme faintly echoes somewhere* - the windows version didn't work with my Xbox360 gamepad. bummer. - the default key controls are left handed, really odd choice. I'm used to using the left hand to move and the right hand to shoot :)
Overall: - technically, meaning in terms of execution, looks, quality, and polish, the best game I've played in this jam so far, *and also by far*. - I want the 16bit days back now. Can we, please?
So, Sonic meets Contra meets Gunstar Heroes? Count me in. Even though you always display a great deal of polish, this time you've improved immensely. I'd really like to know how do you manage to draw so many assets in so little time. For the nits, low power mode feels unnecessary, as it you potentially lose more battery if you don't dispatch enemies quickly. Or it might be just my playstyle. All in all, 5 stars earned.
Small bug: some of the lava pools miss the danger collision boxes in Temper zone 1
Really curious to know about your production process! I've read a blog post in which you say you have done the music in about 45 minutes, how did that go? Did you have a loop bank ready to go and assembled it all together or did you have premade stems? Cheers!
Wow. Fantastic game, fast paced and draws you in. Fantastic entry!
Guaranteed Genesis-style action and audiovisual spectacle. As usual with your entries, I'm blown away by the sheer amount of assets and content.
What's your workflow like? Have you considered streaming or recording a timelapse of your development?
Man you are insane, I dont understand how you can manage this alone in 72 hours :) Again great entry with awesome level desgin, graphics and sound effect.
Wow, amazing ! Can you write a making off, it's a fantastic work for only a 72h jam alone. You are a monster for me to do that ^^
Very polish game with lot of feedback animation, great graphics, sounds, LD, a lot of content.
First of this is hands down an amazing entry for the 72 hour time limit. Hats of to you. My thoughts on the entry:
#### Graphics the amount of detail in all of the pixel art is amazing, having multiple layers of parlaxing backgrounds on top of that is just mind blowing. It really throws me back to the old time where I played old Megaman and Castlevania titles on my console. The cohesion between the set piece and the enemies combined with just the sheer amount of variety is a try accomplishment. Pixel Art most certainly seems to be the strong suit of the author.
#### Controls Platforming controls were solid, I really felt like I had the right amount of control over my character most of the time, the only hinderances were when I needed to chain spring platform jumps without bumping into obstacles along the way, the action seemed to go a little too fast and I feel like a short but present double jump could really have helped position myself while airborne.
Another hindrance I had was with the purple destructible blocks in the lava stage, the tile size was a little off which required me to have a path cleared of 2 wide in order to fall down or (3?) high in order to walk straight and carving out a clear path without having one of the stronger gun versions was really tedious at times, I think I died about 4 times because I trapped myself in them and got caught by the rising lava.
#### Gameplay Gameplay was great for the most part, the levels had a certain theme to them and had a nice buildup of stage mechanics that first got introduced and then expanded upon later. The same went for the enemies, they had overal great placement although I feel like part 2 of the later lava stage was a little too punishing.
The section I mentioned with the purple blocks felt a little unfairly challenging once you had died once, getting through the blocks was not always easy because of the situation I mentioned earlier, the rising lava catches up fairly quickly and without gun upgrades it becomes hard to quickly move through the enemies without taking damage yourself which then places you in a rather difficult situation right after where you need to drop down again into a pit with lava below it where the only safe landing spot has an enemy standing in it. I get that this section is all about quick responses and fast action but it just feels like it's a tad too hard to get through if you already had to restart once. A workaround to this would be to start the section off a little easier to give the player a chance to upgrade their weapon or just drop some upgrades at the start outright to balance it out.
One thing I haven't mentioned yet which certainly deserves praise: Boss battles. Each stage ends with a Dr.Eggman style encounter which remains great considering the limited time available to program advanced mechanics. Only improvement I could suggest here is to add some kind of visual feedback that the boss is actually getting hit. I noticed the HP counter during the second encounter but it misses that kind of oomph feeling when you are beating down a though guy like that.
#### Audio What can I say? Awesome background music? Check, matching sound effects? Check, I seriously have nothing to add here 5 stars.
#### Conclusion This game has some serious quality and potential in it, probably one of the top contenders I have seen so far. Putting aside my personal love for retro styled game this entry is still amazing and I would recommend anyone to play it. Whatever it is that the author is doing, we need more of it and I'm hopeful they would be willing to share some of their workflow at some point to serve as a source of inspiration to draw from. Here is to hoping I can produce something of similar quality the next time around ;)
Amazing game. One of the best games so far that I've seen. Congrats!
One of the best games I've played so far, really nice graphics and sounds, seems to be very polished, well done!
Awesome as always. Love the graphics and music, how anyone can produce so much high quality content in 72h is a mystery to me, you must work like a machine. Only tiny negative points i could think of: Would have liked some more visual feedback when shooting the bosses, I was not sure I was doing any damage until he died. For arcade style games i always think controller support would be nice too. Fantastic.
Good one! This game has too much content for 48H! Good job, man! Like the contra style gameplay. Will b better if game run in foolscreen or X2,X3,.. size. Now it's hard to play in small window.
This game is amazing! very goog job!
Nice little platformer. Reminded me a little bit too much of Sonic. One annoyance was that your character is three tiles tall, and your gun can only shoot two blocks standing/crouching, which makes you have to do a quick jump/shoot over and over again to get past the destructible blocks. It also took me a while to figure out that I just needed to outlast the boss, after I noticed the numbers counting down in the bottom right corner. Maybe make the boss start flashing/smoking as he loses power. I gave up after the second stage in the third (fire) world. A little bit too much going on at once. By the way, using a gamepad is almost mandatory on this one.
Awesome work! Even more when thinking that everything has been done in 72 hours. One little flaw, the 3 tiles to destroy scene was a bit annoying. Great job :thumbsup:
Sinclairstrange did it again, I saw a screenshot and immediately recognized your art style. So happy someone is still making games in the vain of Gunstar Heroes and co. Also the enemies are obviously Darns, are you secretly konjak?
Let's skip the praise for the art, sound and overall polish, and let me nitpick a bit. The platforming felt a bit clunky, I kept getting stuck/stumped on corners and walls, which made movement in some sections cumbersome. Some enemies were missing some anticipation frames before they shoot projectiles, so it was rather tough to dodge some attacks. The two modes for weapons seems like a neat idea, I never saw the need to actually use the weaker mode though. Also as awesome as all those particle effects are, at the last boss all the explosions obscured the actual bullets of the boss.
Just a shame it lagged on my shitty laptop, but that's not your fault. Just keep on doing what you're doing :D
Wow very impressive work for a jam game - Keep going on.
Very cool game!
As an avid Sega gamer in the 90s, I grew up with games like this. And this one hits almost all of the sweet spots. Yes, graphics are 16-bit wonderful. Lively and colourful. And the music sounds like it came right out of a Megadrive/Genesis! Love it!
Thankfully it played like a 90 era game for the most part too. Though there were some things that made the game a bit harder/unfair. Namely, most hazards were hard to identify at first. The electro-barriers are very hard to see when turned off. I feel the conveyors suffer from the same thing. Very hard to tell at first what it was and seeing which way it ran. There are some hazards at the bottom of a drop that are out of view at first. Making for a blind drop. Lastly, very thoughtful to include multiple control schemes, but 3 out of 4 have the buttons in the same order: Jumping with the pinkie?! Primary controls go at the index fingers. I used a joy2key program instead to play at maximum ability.
I liked the levels for the most part, especially the section where first you had to go up using the springs, then go down avoiding the springs. Ingenious design!
Concluding, awesome game you've made! For me, this is a standard to aspire to.
One of the best games I've played so far. You really have perfected the formula of 2d shooters. The art style is amazing and the sounds/music complement the game perfectly.The multiple gun and enemy types are very enjoyable to play with. If you don't mind me asking I would like to know what engine you made the game in and if you made the sounds and music as well. This game has lots of content and so much polish it's hard to believe you made it in only 72 hours. Fantastic entry!
Is that even possible in 72h? This is crazy, I love it and I am amazed at the amount of artwork and content available in there. After I killed the first boss, I thought it was the end, but I was surprised. The game-play is really fun (it is my favorite game genre after all) and I lost many time in the first area till I realized that I can just skip some enemies instead of trying to kill them. I didn't realize I can dash till I finished the first boss so I think an in-game tutorial would be nice. The other aspects (Art and sounds) were awesome. Overall, it is one of my favorite games in this jam.
Wow, your influences shine through in pretty much every aspect of your game. I love it! Digging those fm sounds and great 16 bit graphics, too!
Minor quips: - default control layout was a bit awkward. This does feel like the type of game that would do much better on a game pad, but I bet there is some alternative layout for keyboard that would be slightly more intuitive. Maybe having up for jump? I feel like my left hand had way too much to do. - you can shoot at the level 1 boss before he really shows up - speaking of bosses, they were mostly a pushover compared to the main levels. - the hi/low power mechanic was interesting but in practice I feel like sticking with hi power and just trying to go fast (gotta go fast) was better, especially since managing four buttons with the left hand was difficult
All that aside, I love the aesthetic here and had great fun! Nice work :)
Excellent entry ! I especially loved visuals that are really great, as usual, and there is an awesome amount of work all around. Music was catchy, gameplay increasing in nervosity with the game's progress, the exploitation of the theme seems quite simple but I can't blame anyone for this :p Great work on level design (as usual), how couldn't it remind me Sonic ? Great games, great memories... The bosses and 2 first worlds were a bit easy but that's fair as I remember some of your previous ones being quite hard. Great job ! It's quite unbeliavable it has been made in less than 3 days.
good graphics and gameplay. slightly slow controls. need second jump beside wall jump. Wanna this game on GOG)
Lovely, fun game! I included it in my Ludum Dare 39 compilation video series, if you’d like to take a look :) https://www.youtube.com/watch?v=cMCKWv94MN0
You've been featured on Ludum Dare to Believe! Check it out here! - https://www.youtube.com/watch?v=-wV4msI8xzs