Paper Cut by F1tZy
This game was made with a 3 1/2 person crew in 16 hours during Ludum Dare 32. The goal for the group was to make a small and manageable game given the reduced time frame and relative inexperience with a game jam the crew had. What came out of this effort was a kitty lunching romp of an asteroid clone. Have fun and don’t for get to follow us on twitter for more crazy adventures.
I want to thank our family and friends for their support and patience during our time away from them, you guys rock.
Code & Art – Larry “Hipster Hockey Puck” Martin
Code – Aaron “Punching Enums” Van Prooyen
Code –Matt “Lord of the Level” Johnson
Art & Porting – Ben “Bald Spectator” Werden
I want to thank our family and friends for their support and patience during our time away from them, you guys rock.
Code & Art – Larry “Hipster Hockey Puck” Martin
Code – Aaron “Punching Enums” Van Prooyen
Code –Matt “Lord of the Level” Johnson
Art & Porting – Ben “Bald Spectator” Werden
| Windows | https://github.com/OSTGames/ludumdare32/releases/tag/LD32 |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=52804 |
Ratings
| Coolness | 28% | 2054 |
| Overall(Jam) | 3.06 | 651 |
| Audio(Jam) | 2.00 | 645 |
| Fun(Jam) | 2.93 | 602 |
| Innovation(Jam) | 2.47 | 833 |
| Theme(Jam) | 3.20 | 629 |
The sound that played when you got the cat powerup killed my ears.
Sound effects weren't bad but the game lacked an overall atmosphere. Some sort of abstract office space sounds could have been appropriate. Something like this?
http://freesound.org/people/FunnyMan374/sounds/108695/
If you had an audio guy/gal a sort of abstracted, delayed and "spacey" version of that atmosphere could have been really cool.
It's an asteroid clone so the gameplay itself isn't really innovative or terribly different but I think your group did a great job overall putting together a complete game. The main thing that sort of put me off a bit was that after clearing the initial paper asteroids, they just spawn in again all over instantly haha.
Also the difficulty is perhaps too easy to remain engaging. That and it felt really repetitive hitting spacebar to shoot. A constant hold-to shoot (with a like 0.5 second delay) and the option to tap-to-shoot rapidly I think would have been a good route to take from the current version.
Nice job getting a pretty well rounded game done for the jam everyone! It's not easy but you did it!