Quiver of Claws by Bensonance
You're an archer, but you've got more than arrows in your quiver!
Squawk; squash and pierce your way through this fun little anthropomorphic adventure!
INSTRUCTIONS
WASD: Movement/Jumping
Hold Left Mouse Button to Charge an Attack.
Mouse wheel to change arrow types.
CREDITS
Ben Myres - Code
Luc Wolthers - Art + Animation
Sean Goncalves - Sound Design
Tim Harbour - Music
Squawk; squash and pierce your way through this fun little anthropomorphic adventure!
INSTRUCTIONS
WASD: Movement/Jumping
Hold Left Mouse Button to Charge an Attack.
Mouse wheel to change arrow types.
CREDITS
Ben Myres - Code
Luc Wolthers - Art + Animation
Sean Goncalves - Sound Design
Tim Harbour - Music
| Windows | http://bit.ly/1GinNj9 |
| Web (NOT RECOMMENDED) | http://bit.ly/1GjRnYi |
| Indiegames.com Article | http://indiegames.com/2015/05/ludum_dare_32_picks.html |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=17953 |
Ratings
| Coolness | 82% | 2 |
| Overall(Jam) | 3.80 | 108 |
| Audio(Jam) | 3.74 | 106 |
| Fun(Jam) | 3.82 | 80 |
| Graphics(Jam) | 4.36 | 69 |
| Humor(Jam) | 3.43 | 231 |
| Innovation(Jam) | 3.19 | 451 |
| Mood(Jam) | 3.60 | 161 |
| Theme(Jam) | 3.37 | 512 |
want to see more ^^
The rest of the game was great. The tile set was thorough and complete. the rhino was hilarious, and the slow-mo was nifty. Very good game indeed.
The slow-mo effect and the hero's badassness are particularly striking.
Too bad one can fall forever by going left at the very first level though.
That said, the gameplay is very smooth and enjoyable, and I don't get how this is not flooded by positive comments already. Good luck !
It's a pity you don't have a Mac build :(
It would be nice if you would start charging a new arrow after releasing and clicking the mouse.
Too bad I ran out of arrows :( Oh, and one enemy killed another accidentally, that was a great detail as well. Keep it up!
Aside from that, awesome, awesome, awesome... everything from graphics, background loop, sfx, and the sheer wackiness of the concept... great entry!
well i chrashed finishing one level
Thanks for the reports on the second level bug - we'll upload a fixed build now! @Kawaii Game Studios thanks for the screenshot, that helps a lot :D
Great job!
Mechanic: NICE!
Graphics: GREAT! I loved how you detailed the level and animations! The aesthetic is beautiful!
Audio: Really good!
Gameplay: Good, but in the house I couldn't pass. I found some bugs too, but for a game Jam it's perfect! Continue to improve the game guys!
Theme: The bad thing is that I think that a bow isn't an unconventional weapon.
Congratulations!
Anyway, awesome job, is really good.
I think the main area I was craving some more of that tightness and polish was in the non-standard arrows. The game sort of felt like it was designed mostly around the standard arrows, and the other two (in my opinion) just weren't used enough to feel like they were really necessary. They felt like a sort of frivolous add-on to a nice base arrow-shooting mechanic. I'm not sure if it's because they were rare-ish to find or because the level designs mostly didn't require them... but I feel like there's something missing in that department.
That's all very disappointing to type out because the gif of the rhino arrow is what drew me into playing the game in the first place. I normally dislike infinite usage bow and arrow mechanics, but I feel for some reason that always having the option to use the other arrow types and not being limited to X amount of shots would have improved on my admiration for them mechanically. But as is, I really didn't feel like I could experiment with them because of how few you get.
In sort of a weird counter recommendation to what I just said above, I think most of the difficulty and tension comes from the limited arrows. It was pretty much the only thing that was there that would have been able to set me back. I never felt like I took enough damage to feel any pressure about health.
So I'd say that in order to increase tension and give a better overall balance between danger/feeling strong, increase the damage done to the player. It's sort of crazy how many hits you can sponge (I counted, it's 10!). It's probably likely that most people wouldn't be hit 10 times over the course of the whole game, much less by the time they hit a health up item. It would require playtesting of course, but I'd say 2-3 hits would have been sufficient in giving a sense of thrill to taking on the other archers and surviving.
Overall this was really well done, though I felt it would have (in its current state) almost just been more well rounded focusing entirely on the conventional arrows. Obviously you had the theme to think about, but I just didn't feel that the unconventional ones added anything terribly significant with how they were used. Which is a bit of a shame to be honest considering how nicely polished everything else is.
Areas for improvement:
-I ran out of arrows every time with no clear way to get more, I didn't seem to be able to pick up enemies arrows.
-The way the camera follows the player's aim means it's virtually impossible to aim at anything directly above/below you. The camera should be more relaxed about its positioning rather than zipping all over the place as the character moves around.
-Neith
The bullet-time made everything too easy and sluggish at the same time. Usually bullet-time is used in games because the action is too fast for a player to be able to tell what's happening and to make him feel like a goddamn hero. Here however, from easy game you make it sluggish and super easy. I'm not saying it's a bad idea, but my point is that you've included it, but it's not in a real symbiosis with other elements of your gameplay.
My last criticism goes for including "special" arrows. I think it diluted the main aspect of the game, and was just added "for the laughs". And to fit the theme of course ;)
But all of that doesn't change that you've made an interesting game that has more potential than most things I've seen here so far. I guess I'd get rid off special arrows or just make them very unique. Then, you could go either for a puzzle-platformer (minimizing usage of arrows, adding gravity to them, etc.) or alterantively make a fast-paced shooter where it's possible to avoid enemy arrows (ideally it would be clearly visible where and how they shoot) and there's no need to artificially slow the time if the player feels skilled enough.
Anyway, considering it's LD, it's a great game :)
Web version worked fine for me (Linux)
The slow acceleration was a bit awkward to get the hang of.
I like that you can kill multiple enemies with one arrow and the time slowing feature was great.
There were a couple of times when I shot an enemy and the arrow passed right through them without hitting them, also when an enemy fires when time is slowed, their arrow doesn't go anywhere.
During my third try in level 2, I kept shooting rhino arrows at the enemies but they stayed small. I thought I could use the rhino as a platform to go further, ever thought about including that? Choosing between using the arrows stabbed on the walls as platforms or retrieving theme would be interesting, maybe a puzzle mode where you need to use arrows wisely?
Especially enjoyed the polish around drawing the arrows and getting up to full power. Stopping the player in mid air to line up their shot also felt sweet. However it took me a while to realise that the full power arrows could shoot through multiple enemies. I was a nice moment when I discovered this, but the design was overly dependant on this fact, as the first few times I played I just ran out of arrows. In fact it seemed to me a better strategy to just run over the hyenas (you have a enough health) and hit the gongs.
A way to collect spent arrows would be great, or even collect enemy arrows. Also going for a power shot isn't' really a meaningful choice - because you're not really that vulnerable. In fact right now power shots are the only sensible way to play the game. So I think there was a more of a risk reward at play, pulling off crazy power shots would feel a lot more rewarding. ;)
It might be just me, but I think you had one too few arrows for the first levels...
What programming language did you use? Great job!
Game itself is interesting. I don't actually understand why sometimes the shots do not cause any damage to the enemies (pass through them). Despite this I had fun playing this game. Well done!
Why wasn't the main character a lion? You've got hyena, rhino and then... a bengal tiger? I guess the tiger fits the Asian theme but then where do the African animals fit in? Overall, a great entry guys.
questions:
what is the second arrow type supposed to do?
how is it unconventional?