Nuclear Autumn by phi6
Attempted to make some kind of "mini" Metroidvania.
"On the brink of mankind's destruction, Professor Janus discovers the secret of humanity's final weapon. This is his story."
--
All controls are explained in-game.
An Xbox360 controller is highly recommended, but not required!
--
Code : Phi Dinh @phi6
Art : Andy Dinh @andinh6
Audio: Robin Ogden @ogresounds
"On the brink of mankind's destruction, Professor Janus discovers the secret of humanity's final weapon. This is his story."
--
All controls are explained in-game.
An Xbox360 controller is highly recommended, but not required!
--
Code : Phi Dinh @phi6
Art : Andy Dinh @andinh6
Audio: Robin Ogden @ogresounds
| Windows | https://www.dropbox.com/s/hl3zzvoj0xvv0sf/NuclearAutumn_v1_4_Win.zip?dl=0 |
| Trailer | https://www.youtube.com/watch?v=Hoxt2ezvqTk |
| Video Playthrough [SPOILERS] | https://www.youtube.com/watch?v=qPMG4qlYNtQ |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=29305 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 4.19 | 16 |
| Audio(Jam) | 4.33 | 9 |
| Fun(Jam) | 3.95 | 34 |
| Graphics(Jam) | 4.02 | 174 |
| Innovation(Jam) | 3.05 | 546 |
| Mood(Jam) | 4.25 | 18 |
| Theme(Jam) | 3.27 | 582 |
I got to the potassium part but on my way back from that, I fell through the level and couldn't get out.
but interesting game, great atmosphere and an intriguing story :)
So, the music is pretty good and totally adapted.
I could see the tiles picture on your tweet, and it spoiled me to the 'happy' ending ;)
Although I like the lack of handholding, I have to say the game is maybe a tad bit too obtuse. Also you can get trapped on an elevator trip back up if you don't step off in the beginning, which is pretty aggravating.
However, there appear to be fake-difficult elements and a general lack of conveyance... I got stuck after receiving the scuba gear & gave up because there appeared to be no way out. Other comments tell similar tales of user frustration.
All in all, nice work on a game with lots of potential, even if it doesn't quite reach it.
If there is anything to point out as maybe needing consideration is the usage of the theme in the actual gameplay mechanics, but it is still pretty fantastic as it is. I am honestly amazed xD
Great job!
Sometimes figuring out where to go next could get tough, and collecting rocks was somewhat frustrating.
I got this jam's favorite so far :D
Great level design, great sound, smooth controls!
:D
Wow! Its incredible!
It´s the best LD32 I`ve played right now(and I´ve played some really good.)
You are really a good team. I´m searching your other games, I want more of them.
That was AWESOME.
You left me without words.
Please, keep doing more!
The art and mood got me though, really nice overall, and as someone said, nice scripted camera.
Also, diagonals colliders! nice job!
The only problems are ones that all Metroidvania games face -- what begins with a sense of exploration can turn into tedious backtracking or a lack of any idea of where to go or what to do next. With that in mind, I think it would be best to help the player whenever possible, for instance:
- A map that automatically gets marked appropriately when players discover an area, when they discover that an area contains some interactive element or item, and when they have fully used that interactive element or gotten that item.
- Clearer indication of which key will open which doors, and also which doors the player currently can or cannot open.
- When a new ability is gained, have the player be immediately required to use it in order to figure out its potential.
I think there is lots of potential here if you keep working on this beyond the post-jam version, but what you did in 72 hours is already stunning. Awesome job!!
And yes, I think if you make more levels like this one, some outside-the-box mechanics could really help this Metroidvania stand out in a crowded subgenre. It can also provide great opportunities for secrets, since you can let the player optionally take Weird Mechanic X from Level X back into a previous level and discover new possibilities there.
I look forward to playing the Post-Post-Jam version at some point :-)
One of the best entries I've played so far. I missed some hint system on this huge map - didn't know where to go after I found the scuba gear...
Thanks for pointing me here after rating my game!
Very well done!
Only a few crit for improvement:
* A too bit floaty movement
* For newcomers, there are some spots where it's easy to get stuck and they may quit, I'd suggest early in the game atleast offer a few "notes" as tips scattered around the map as tutorial.
Fantastic game, though. Great twist, though I saw it coming about 80% through the game.
Now this is what I'm talking about! Absolutely my favourite so far.
Controls are comfy (even on a simple keyboard), design is graphics-wise pleasant, I'm in love the music, and the atmosphere is cool. And you've managed to develop a game like this in 72hs? That's just sickeningly sweet!
Loved the level design too, (the stage is huge, and interesting, the occasional camera movement adds up to it) even if some exploring have lead me to points, where I could do nothing at the given moment. The various items, 'n utilities always gave some new value to the gameplay. Otherwise I've noticed some oddity: I've tested some resolutions, and if the frame-rate dropped: the game (at least the collision detection) became increasingly buggy. I've jumped in to walls, got stuck in elevators, 'n stuff like that. (I've played the Post-Jam version) Anyway...
Good work guys! A solid, polished and fun platformer.
Normally with metroidvania games I get really bored, but the physics engine was tight, the game was polished as shit, the experience was extremely compelling, all the upgrades were cool, and the ores weren't frustrating to find.
Like, holy fuck man, this is in-fucking-credible on all counts. Nice one!
Still, fun, has solid controls, and I was able to beat it, so nice job!
An inherent problem with Metroidvanias is that they frequently allow infinite backtracking, which means searching for a missing piece of a puzzle requires traversing the entire game world. This is a rather daunting task which affects even greats like The Minish Cap and Super Metroid, if I remember correctly. The designers tried to limit puzzle solving to the immediate surrounding dungeon, but nothing prevented players from searching the entire world for something they thought they missed.
One potential solution is to make leaving impossible till players complete an area, perhaps by gaining a new ability at the end of the dungeon that allows players to leave. Super Metroid did this with the morph ball by forcing players to leave through a narrow opening that only the morph ball could fit in.
Platforms were not always distinguishable from noninteractive foreground elements eg the pipes.
FX, camera panning, shaking, shooting recoil, cutscenes were really cool.
Dashing onto a tiny platform is harsh because players do not have much practice to get used to dash distance.
Music kicking in when the sky elevator activated was hella cool.
Hiding the last yellow ore on the left of the sky elevator was clever. I have to admit I got that one by checking your playthrough. I would reserve that kind of thing for optional items, though.
Overall, really impressive entry.
That said, I've always been bad at that kind of thing and don't hold it against you. Even without getting to the end, I am impressed. The level design is solid, the graphics are not just appealing but also show the player everything they need to know (with the one caveat that powered and non-powered doors are indistinguishable to most colorblind folk), the audio cues are fantastic... this is just great. And I didn't play the post-compo version. I'm not gonna rate on the theme, though, since I haven't gotten to your implementation of it.
Impressive content for the amount of time. The game is a little bit hard/frustrating when you need to mixup wall jump and dash. Otherwise I'm a big fan of metroidvania and you can feel exploration in your game. Good work! :)