Treasurequest by andrewkennedy

made by andrewkennedy for LD28 (COMPO)
NOTE: Run the game in 1280x720 or the GUI will not display properly.

Hey everyone! I'm back for my third Ludum Dare! I created an on-rails style game where you use items from chests - but each item can only be used once!

It's pretty similar to Star Fox in theory - you are going on a set path, but by interacting with the environment you can change the course. There's even a map at the end to show you all the areas you've uncovered.

I got my artistic inspiration from a recent obsession with low poly models using realistic lighting. Of course I had my limitations (was mostly baking 512 textures), but I think the results speak for themselves! You'll notice I've been playing a lot of Ocarina of Time lately - all of the items ended up being Zelda-inspired purely out of coincidence.

Credit to and for most ear-related things.


Coolness 67% 3
Overall 3.80 49
Audio 3.55 68
Fun 3.33 206
Graphics 4.38 17
Humor 2.33 446
Innovation 3.53 135
Mood 3.67 67
Theme 2.80 537


16. Dec 2013 · 03:24 CET
Jack Zackowitz
16. Dec 2013 · 04:09 CET
Very nice. Love the concept.
16. Dec 2013 · 04:38 CET
Very lovely! I would have loved some checkpointing, but I enjoyed it nonetheless. Has an almost dreamlike mood
16. Dec 2013 · 04:42 CET
This looks great and the idea of a rails adventure is pretty cool.
16. Dec 2013 · 04:42 CET
Really enjoyed this game! Would be nice if the info boxes only came up the first time you play on the first level.
16. Dec 2013 · 04:42 CET
Wow the graphics are incredible ! I love it ! Great job, i like the idea of an infinity runner, with that kind of art its amazing !
16. Dec 2013 · 04:43 CET
Like the idea, but the pacing felt prohibitively slow, and starting a level over after a mistake felt really punishing given the slow movement speed. A dash/accelerate feature would be useful here to progress through solved puzzles.
16. Dec 2013 · 04:47 CET
Love the low-poly style and rail moving. Nice work!
16. Dec 2013 · 04:47 CET
Awesome game! You're amazing!
16. Dec 2013 · 04:50 CET
Nice graphics! Was there anything I missed during the bossfight? The loops I was going through didn't seem to contain any items (something I didn't try... keep the bomb, and be hit by the boss, then toss the bomb against the environment :P)

Good job!
16. Dec 2013 · 04:56 CET
For the boss: If you hit the boss 5 times, he'll die. I'd recommend face-tanking the boulders and healing with the potions, then throwing the bomb as you pass him.

Boss fight is a bit sloppy, my head was swimming at that point from lack of sleep :S
16. Dec 2013 · 04:59 CET
Love the idea and the execution! The visuals are amazing as well. Overall a very solid game!
16. Dec 2013 · 05:00 CET
Neat idea and I like the graphics. But I agree that the info boxes coming up every time is annoying.
16. Dec 2013 · 05:05 CET
Haven't seen a rail game like this before. Was more fun than I'd expected!
16. Dec 2013 · 05:13 CET
Beautiful! It took me ages to realize I was walking in circles in the haunted forest but I figured it out eventually :)
16. Dec 2013 · 05:26 CET
The game took a long long time to load, I left it open while I played some other games. On my first run through I died at the first jump because I missed the jump powerup. Nice music and art style.
16. Dec 2013 · 05:31 CET
The art is spectacular! I reckon it could do with a bad-ass logo though! ;)
Very fun, very pretty!
16. Dec 2013 · 05:38 CET
Very slick! Well done Andrew!
16. Dec 2013 · 05:45 CET
Whoa. :O Dude, that is amazing!
16. Dec 2013 · 08:29 CET
This game reminds me of Giant Boulder of Death!
16. Dec 2013 · 10:31 CET
I find myself re-aligning the cursor to the center every time I move the camera, so maybe use the RMB for that instead? I dunno, maybe it's just a personal preference. Also, I love me some low-poly <3
16. Dec 2013 · 11:41 CET
Oh the art is eye candy it's so sexy, and the gameplay is really nice.
17. Dec 2013 · 07:01 CET
I came for the nice low-poly style and stayed for the fun gameplay. It's sometimes difficult to figure out how to aim, and once you get the hang of it the forward motion is a little slow, but I still had a lot of fun. The bad tree at the end was awesome! A note on the audio, I think you're supposed to compose the audio yourself within the time limit.
17. Dec 2013 · 12:31 CET
The graphics and music are impressive, and the game itself is nice. I only wish we could disable the initial tutorial boxes.
17. Dec 2013 · 12:54 CET
Very fun. I love the low poly models.
17. Dec 2013 · 17:45 CET
Not sure about using pre-existing music, but it does make the game better so why not. It does get a little slow in pacing though. Nice entry!
17. Dec 2013 · 22:53 CET
Really nice. Got into a good flow with this one.
18. Dec 2013 · 21:10 CET
Beautiful entry. Would have liked number keys to select items, or once you had used an item it would have switched to another one for you.
19. Dec 2013 · 07:07 CET
Wonderful game! I really liked the art style with this paper-like world.
19. Dec 2013 · 07:28 CET
very nice gameplay. Not very difficult, but still fun. The only thing I din't really like was the boss didn't require any skill or speed to beat, only the health potions from the beginning of the level. Also, loved the audio
Brian Mayberry
19. Dec 2013 · 08:44 CET
Love the art-style! I'm currently obsessing over the same sort of thing myself, so this game goes straight to the reference folder! Fun game, and very well polished, great work!
19. Dec 2013 · 10:08 CET
Excellent entry! Looks great and plays well.
19. Dec 2013 · 10:25 CET
The only thing on my mind was "How on earth did you guys make this in 72 hours!?"
If I could complain about anything, that would be the mouse sensitivity is a bit low, making it hard at times.
19. Dec 2013 · 10:28 CET
This is a nice twist into run-games genre... making running bit of a puzzle. Well done.
19. Dec 2013 · 10:49 CET
Awesome graphics. Not quite sure if the core gameplay mechanic feels smooth / natural.
19. Dec 2013 · 10:55 CET
nice concept, like it :3
19. Dec 2013 · 11:09 CET
This is awesome, idea, execution, quality. All great. Really good job.
19. Dec 2013 · 11:16 CET
I love the plain surface 3D style. It reminds me of starfox or virtua racing sega game :) The control was strange to handle for me : I was alaways trying to click before using space when I see unexpected obstacle like boulders coming at me.

On the moutain level if you can grab chest from the right path because you can see through the moutain.

On boss level I would have love to see his deah animation instead of having this ending panel in the way :)

Great ambience ( with music change ) on each level, that's an huge ammount of work for 48h compo. Thanks on giving me this strange 3D immersion feeling I had when I was playing first 3D Aracade back in the 90's.
19. Dec 2013 · 11:24 CET
I love it. Veri unique graphics and gameplay! Awesome job!
19. Dec 2013 · 11:28 CET
I found it interesting to explore for chest and keep looking ahead at the same time.
Great job on the music, they are various and all of quality (what software did you used ?)
19. Dec 2013 · 14:35 CET
Good job!
19. Dec 2013 · 17:11 CET
Such a pleasure for eyes. Such an ejoy for player. ++ for hidden roads and fun with different run i took. But you really could do something about irritating mouse (maybe hide and highlight center point of screen for targeting?).
19. Dec 2013 · 17:35 CET
Throwing bombs required some accuracy, and jumping also did sometimes. It didn't feel fun to miss something.
Also, I would like some kind of level select. It's repetitive to play all the levels once more if you want to use another path.

Anyway, great game. Well, everybody says that, you know.
19. Dec 2013 · 18:28 CET
Really original game, the artstyle is really nice and colorful. Good job, I like this mood! :)
19. Dec 2013 · 20:30 CET
Wow, this game has style! Wish those info boxes would stop bugging me though..
local minimum
19. Dec 2013 · 23:54 CET
You obviously know how to work your art tools and I think this could become a really addictive game, but I found the combination of too unforgiving mouse-clicking-while-looking-navigation and the slow pace made me not want to retry more than two three times before giving up. So my suggestion would be to add a run-option and maybe to think some on the possibility of improving the mouse-steering. I guess this especially applies to the web-player were the mouse doesn't get centered on the screen, but stuck somewhere close to where it happened to enter.
20. Dec 2013 · 00:50 CET
I liked your take on the graphics! That "low-poly" scenario came out quite nice!
But controls were a little tough... Aiming the bomb was somewhat difficult, at times, and that first jump on the crystal cave made me quit... >_<

I'll come back to this later and take the normal route! xD
05. Jan 2014 · 12:55 CET
Really excellent entry - I'd love to see this idea turned into something more. Maybe even without the "one use per item" restriction. I'd love to play a fantasy themed House of the Dead/Time Crisis type game