NEG [controller req] by JoshuaBurr
***REQUIRES CONTROL PAD***
A multiplayer platform fighting game.
I don't intend to add keyboard controls for now. I realise that not everyone will be able to play it so please don't leave a comment just to tell me that you don't own a controller. I don't think requiring a controller is any worse than making a game that only runs on Windows but people don't make such a fuss about that.
A list of supported controllers can be found here: http://www.gallantgames.com/pages/incontrol-supported-controllers
Controls (Xbox controller):
Move: Left Stick
Fire Grapple: Right Stick
Jump: A Button
Dash: X Button
Cancel Grapple: B Button
Retract Grapple: Hold Right Trigger/Bumper
Ball Mode: Hold Left Trigger/Bumper or Hold the X Button
Controls (Playstation controller):
Move: Left Stick
Fire Grapple: Right Stick
Jump: X Button
Dash: Square Button
Cancel Grapple: Circle Button
Retract Grapple: Hold R2/R1 Button
Ball Mode: Hold L2/L1 or Hold the Square Button
There are two game modes:
Battle: The aim of the game is to eliminate the other players. You damage other players by slamming into them as hard as you can while in 'ball mode'. You also take less damage and bounce while in ball mode.
Poison: Each player has been poisoned. Race each other to collect heath pickups and survive for as long as possible. (This mode can be played single player)
Many thanks to Sean Cannock (https://soundcloud.com/thane-1) for supplying the music and most of the sound effects.
There seems to be a small bug in the web player that causes the health bars to flicker sometimes. I'll see what I can do to fix it.
UPDATE:
Added a post jam version with improved menus, improved audio levels, improved physics, extra graphical effects and a new game mode that can be played single player.
***REQUIRES CONTROL PAD***
A multiplayer platform fighting game.
I don't intend to add keyboard controls for now. I realise that not everyone will be able to play it so please don't leave a comment just to tell me that you don't own a controller. I don't think requiring a controller is any worse than making a game that only runs on Windows but people don't make such a fuss about that.
A list of supported controllers can be found here: http://www.gallantgames.com/pages/incontrol-supported-controllers
Controls (Xbox controller):
Move: Left Stick
Fire Grapple: Right Stick
Jump: A Button
Dash: X Button
Cancel Grapple: B Button
Retract Grapple: Hold Right Trigger/Bumper
Ball Mode: Hold Left Trigger/Bumper or Hold the X Button
Controls (Playstation controller):
Move: Left Stick
Fire Grapple: Right Stick
Jump: X Button
Dash: Square Button
Cancel Grapple: Circle Button
Retract Grapple: Hold R2/R1 Button
Ball Mode: Hold L2/L1 or Hold the Square Button
There are two game modes:
Battle: The aim of the game is to eliminate the other players. You damage other players by slamming into them as hard as you can while in 'ball mode'. You also take less damage and bounce while in ball mode.
Poison: Each player has been poisoned. Race each other to collect heath pickups and survive for as long as possible. (This mode can be played single player)
Many thanks to Sean Cannock (https://soundcloud.com/thane-1) for supplying the music and most of the sound effects.
There seems to be a small bug in the web player that causes the health bars to flicker sometimes. I'll see what I can do to fix it.
UPDATE:
Added a post jam version with improved menus, improved audio levels, improved physics, extra graphical effects and a new game mode that can be played single player.
***REQUIRES CONTROL PAD***
| Unity Web Player + Downloads (OSX, Windows, Linux) | http://joshua_burr.itch.io/neg-ld |
| Post Jam (Includes Single Player Mode) | http://joshua_burr.itch.io/neg |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=37414 |
Ratings
| Coolness | 82% | 2 |
| Overall(Jam) | 2.95 | 743 |
| Audio(Jam) | 2.92 | 454 |
| Fun(Jam) | 3.15 | 454 |
| Graphics(Jam) | 2.72 | 781 |
| Humor(Jam) | 2.24 | 809 |
| Innovation(Jam) | 2.73 | 725 |
| Mood(Jam) | 2.66 | 790 |
| Theme(Jam) | 2.71 | 878 |
Anyway, good job!
(used 2 360 controllers, worked great. Also, for those with PS4 controllers, you can use a tool to map input to 360)
There's a fair amount of polish to everything, and most actions come across very smoothly without any sort of graphical/mechanical issues. I was mostly surprised by how well the grapple hook mechanic worked, specifically that it would wrap around the corner of an object if it was attached on top.
I think it was also pretty impressive after learning the controls a bit to find how nicely the potential actions play with each other. Like grappling to an object and doing a dash to hurl yourself up on top of it.
I did find the controls somewhat awkward to learn however. They didn't feel very natural to pick up in some aspects. For instance, when I'm grappled to something, I think I may have found it more intuitive to push up on the thumbstick in order to reel myself in (since climbing walls works in kind of a similar way), rather than having to learn another button to do that functionality. It's really more of a thing that comes with lots of playtesting and feedback I'd imagine though, which obviously for a game jam you get little of while working on the game.
Also I found the movement to be somewhat floaty and difficult to maneuver precisely. Even just doing it solo I had a hard time trying to hit the non-moving 2nd player, so I can imagine two players trying to hit each other could be... time consuming unless both are somewhat experienced with the game.
There are lots of good ideas here, and plenty of solid executions of some of the things I've mentioned... but even though the majority of the game is very sleek and polished feeling... I can't help but think that the drawbacks mentioned above hold it back a great deal.
Also, as a side note: I'm not entirely sure why everyone seems to be so put off that the game requires controllers to play. I think that decision allowed extra time to get that control method working really well. If a controller + mouse and keyboard option were added it'd be great for added accessibility... but I don't like all the extra pressure put on the devs to add in mouse+keyboard support when the game isn't really designed to be played that way. We do Ludum Dare to experiment with game creation (and control methods), not to harass people who don't follow those norms.
- Having to switch between buttons for movement and right stick for grappling is cumbersome. Is that deliberate?
- Have you ever played a Worms game? I'm thinking Worms World Party specifically. They do grapple + move + retract/extend on the same stick and jump + release on the same button, and I think that'd work well here. You might also be able to support keyboard that way.
- Wall movement is nice.
About not accepting keyboard input I can understand. After playing it with a controller, you realize it just wouldn't work with the mouse. And that's not a bad thing, it's like choosing the proper medium to send a message.
The game is quite refined and work on graphics are nicely done. There's also room for improvement, but the game, as is, is quite fun to play! :D