0000 : Press Z by alvarop
This game will challenge you.
VIDEO : https://www.youtube.com/watch?v=-DXp92jcM7A
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0000 : PRESS "Z" is a frantic, hectic, fast-paced, minimal, low-rez and [add another adjective of your choosing] platformer. It's also my entry for Ludum dare 31 "Entire Game on One Screen". The game was made over 48h and I had a lot of fun making it.
It was made using Scirra's Construct 2, bfxr and paint.
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PRESS "F" for FULLSCREEN (RECOMMENDED)
PRESS "M" to MUTE
The game has GAMEPAD support. If you want / need it. I would recommend it.
Move with arrows
SHOOT Z
JUMP X
DOUBLE JUMP X X
**********************************************************************
If you like it, let me know on Twitter : @theotheralvaro
VIDEO : https://www.youtube.com/watch?v=-DXp92jcM7A
*********************************************************
0000 : PRESS "Z" is a frantic, hectic, fast-paced, minimal, low-rez and [add another adjective of your choosing] platformer. It's also my entry for Ludum dare 31 "Entire Game on One Screen". The game was made over 48h and I had a lot of fun making it.
It was made using Scirra's Construct 2, bfxr and paint.
*****************************************************
PRESS "F" for FULLSCREEN (RECOMMENDED)
PRESS "M" to MUTE
The game has GAMEPAD support. If you want / need it. I would recommend it.
Move with arrows
SHOOT Z
JUMP X
DOUBLE JUMP X X
**********************************************************************
If you like it, let me know on Twitter : @theotheralvaro
Ratings
| Coolness | 98% | 2 |
| Overall | 3.76 | 97 |
| Audio | 2.88 | 458 |
| Fun | 3.77 | 75 |
| Graphics | 3.57 | 260 |
| Innovation | 3.22 | 490 |
| Mood | 3.34 | 215 |
| Theme | 3.23 | 957 |
Very awesome, I love it!
5/5 stars.
Will you play mine now?
Being thrown into another level on death is a good way of keeping the experience fresh for longer, as trying to get past the same obstacle over and over and over gets old quickly--especially when the levels are really hard like these.
However, the controls are way too sensitive and twitchy. Making any kind of precision jumps are pretty much impossible. I got stuck on the level with platforms going up and monsters going sideways. Standing at the bottom trying to jump onto the lowest two platforms wasn't the most fun I've had in a while. When I finally managed to get on top of one, I couldn't release the key before I was already flying off the other end...
I don't see the point in getting back to an already solved level, as it's just wasting time when you just have to die or reach the goal again, and doing that enough times is just as boring as getting stuck on a hard obstacle.
Overall it's a nicely designed collect 'em up platformer which I'd like to beat some day!
I did get stuck once while playing my first time through. When transitioning levels, I got stuck in one of the shooters, and had to restart. No big deal though, it didn't happen the rest of the time I played.
My only gripe is that the theme didn't really feel represented. The game really did have multiple level, despite the player remaining in the same spot on the screen. Please don't think that stopped me form enjoying it, as it really was a great idea, and executed very well.
I have a few suggestions if you are interested:
* I probably didn't realize there was a double jump until playing a few levels. You might want to mention that in the instructions on the webpage, unless I just missed it.
* Being able to use WASD for movement and a different key for firing would be really nice. Arrow keys are uncomfortable for me to use to play games, though I saw you mention gamepad support.
* Once you have completed most levels, it becomes a bit tedious to die or finish levels over and over until you get the one level you are actually looking for. This may just be my opinion however.
Overall good job! Nice consistent, minimalistic, visual style.
The only gripe I've got with it is getting thrown in to already finished levels quite a lot towards the end. It got pretty frustrating as I was yet to finish only one of the levels. I understand you could maybe use the position of your death on the finished levels to make the unfinished ones easier, but you can never be sure that's where you'll end up next. Making it throw you in to an unfinished level at least every second time would be nice.
I'm not sure if you ever say you have the ability to double jump. It's easy enough to find if you're genre-aware, but can be frustrating if you don't play much platform games.
I think the game would have been better without the gun recoil. It's not all obvious that it exists at the start of the game, and makes you frustratingly fall off the platforms on the stage with the vertical platforms and horizontal enemies.
There were some nice things to discover too, such as dying in strategic spots to try to get in a good position for another stage (I think one stage forces you to do this to access the coin)
-AlucardX60
controls are too sensitive for me and I get stuck once (can't move) but really fun game...
Detailed feedback (and rating) later once I replayed the game.
The twist of switching levels on death is very interesting and completely changes the gameplay. It's also a very good take on the theme. I never figured out how the levels are connected though - is it just random, or does where you die have anything to do with what level you end up in? I feel the death counter at the end is counterintuitive given this twist; you can switch levels by killing yourself instead of completing a level, why 'punish' it by giving the number of 'retries' (including non-accidental deaths)?
Unlike what others have said, I feel the controls are very tight. However, they're also very unforgiving, which probably led to others' criticism of it. Myself, I think of it as a good thing - if you screw up, you die, it's your own fault. Even though it's both in the description and the readme file, I forgot you were able to to double jump the moment I started the game. This made the game a lot more difficult but by no means impossible. (However, one of the levels did become frustrating: the one with the moving platforms leading to a single platform with the 'elevators of death' with spike walls on the left, where getting onto a moving platform with a single jump is extremely difficult.) Once I started replaying it after getting stuck, having read the comments and noticing the double jump, I had little trouble clearing it in a short time.
Like others have said, the gun knockback adds little to the gameplay and 'chain deaths' caused by warping into spikes or enemies are confusing.
The graphics have a clear style and look nice. They fulfill their functions well too and, other than the spike at the bottom of the leftmost bar in the 'elevators of death' level (which isn't a clear threat and took me two deaths to notice), there was no confusion about what things were (destructible/indestructible blocks, enemies, effects, etc).
The sound was simple but functional and it sounded good enough to not be annoying despite playing for some time.
The level changing really feels like cheating on the theme, though I've seen it on other entries and, to be honest, it's not that important.
Really good look and rythm on this game, the recoil really added a lot to it.
The only issue I really had was with the overall movement of the sprite. As I am notoriously bad at platformers, it's always nice to be able to set up my jumps, but I wasn't really able to do that, as I'd gently move the joystick and the sprite would fly off his platform. :(
I think if you managed to hone his movement really well, you'd have a really accessible game for all sorts of levels of ability. :)
I like the level design at the beginning of the game where the player learn that can shoot and destroy the blocks! Need something to teach that there's a double jump!
The movement is nice, good speed, but it's a bit hard to jump at the moving platforms!
Good job! :)
- I played it with gamepad, but there seem to be no alternate controls for different keyboard layouts (like qwertz, it's always a pain to use arrows together with x and z for me)
- music would make it even more awesome
- if you only need to finish one more level, it could take some time to actually get there (it seemed to me the next level was chosen randomly), maybe levels you haven't finished yet should have a higher chance of occuring
Great job overall!
I liked the game, the sounds, and level design.
one thing though, at first it felt buggy switching around levels like crazy(I even tried to play the web version to see if it will make a diffrence)
I suggest you make it clear to the player that this is NOT a bug. I suggest using a square to tell you where are you at.
also you should not come back to levels you cleared.
but great job all'n all
For real yo, the random teleportation was probably intentional, but it was also frustrating to end up teleporting to rooms I've already cleared only to have to either clear it again so I don't add 1 to my retry count or die.
It's a good thing that death is not that punitive, because the game can be very tough by moments. I was surprised by the teleportation to a random(?) level at death, I found it quite puzzling at first! (but not in a negative way)
It would be nice to have some background music to it!
Overall this is a very neat entry.
I like the level switching on death though.
Except having to go back to the rooms you already have completed, when there is only that one room left you want to complete. That is really annoying. Also I enjoyed the levels without moving platforms a lot more than those with them. Stupid moving platforms *grumbles*
Everything else is so well done, that it pains me to be pushed away by the controls/sensitivity. I love the way you cycle through rooms when you die. I love the enemies. The level design is spot on. Just the controls ;_____;
Also, I sometimes spawned over threats and died instantly...
Still, well done. :)
My only suggestion would be to slow the character down a little bit. It's pretty hard to do precise platforming when he moves so fast.
The most fun game I played from this LD I think! :)
It feels really nice to play, nervous and fluid gameplay. The core gameplay feels finished, great for a jam game!
I think for most level there's a really nice lvl design, even if some could be a bit better (I think some are too difficult, too frustrating, with spikes sometimes for exemple), maybe it could be actually more simple lvl design, it would be fine. The room with lot of moving platform confused me a lot, there wasnt any enemy and I kept dying because of not having a lot of visibility(too many things on screen).
It's good that you added the thing with "the player moving backwards when you shoot". That's not really often seen in games and I love when there's something like this and when it's used in good way :)
The art is quite simple, but super cool. It feels good. Same for sound effects.
Gonna go with some real negative points:
Respawning on a screen the player already finished is bad. Really bad. Almost got me not finishing it. Specially because the player does not always spawn in front of the doors.
The point is, if I die, I want to retry super quickly (Super meat boy effect :D ), and If it makes me go in a room I've done already, I will want to quit that room super quickly, and not having to reach an enemy to kill myself (which is 50% of your gameplay at the end of the game.). It's not interesting for the player.
Hum, About the last level: YOU LIAR O_O
Seriously, you make the player expect things with that level, you put a crown above it. When I play I feel like "Omg the last lvl!! I have to unlock it! it's gonna be so awesome" and there's nothing. You're lying to your player. That is super nasty .-.
Also, I'm not sure you're really respecting the theme, cause it still feels like it's changing screen everytime you go through a door..
But anyway, I said lot of negative points here because I think that's what helps, you know what is good about your game. I loved this really, one of the best game of LD I played so far. And the funniest to play.
Overall, I like the game :)
I have trouble figure out what i'm suppose to do in each level, maybe miss some kind of indicator or interactive guide, but that's maybe just me ;-D
Cheers :)
But it was fun while it lasted!
I missed some music. The rest of the audio was amazing.
Great entry overall!
I feel like the controls are too stiff for a hard platformer like this. I think the fact that the game is so tiny accentuated this.
The ping-pong ball obstacle felt too random and when I was hit I didn't blame myself, I blamed the game.
Loved the aesthetics and all the juicing up. Knockbacks, little particle things, nozzle flash... Pretty well polished, but I wished it had music. In contrast though, the sounds were brilliant.
Loved how the game started / the introduction by pressing 'Z'. Good job on that!
Overall, not a bad game, but I feel this would be more fun if it wasn't SO punishing.
Still, this was really fun! Well done!
Very nice game feel and tigh controls. Very challenging
Anyways, dumb me, once I knew about the double jump, it stopped being frustrating and got fun again, it's really polished and the controls got a nice feel. Getting to the end was quite satisfying, great work!
Also, enemies' bullets' hitbox feels a bit smaller than it looks.
Yikes, it was hard.
Anyway, here's the video: https://www.youtube.com/watch?v=gpEX_B_-X78
It says:
error while loading shared libraries: libgconf-2.so.4: cannot open shared object file: No such file or directory
i will try to fix it :D
P.S. Your game will be in my next video (episode #4).
http://www.twitch.tv/alucardx60/c/5697480
I know you don't want music....but I'm part of that other group haha
Your game is easily going to be a post-compo winner in the indie community!
(can't wait to see that Steam Greenlight!)
Fun 5/5: Really fun!!!
Theme 3/5: Simply the game runs in a single screen.
Graphics 4/5: Great pixel art!!! May too simple.
Audio 3/5: Some f the sounds are annoying.
Mood 5/5: I felt well when playing!!!
Overaal 4/5: Great game, but is so hard!!!