The Beta Bank - A Paragon Pawns Production by DiegoHenriquez

[raw]
made by DiegoHenriquez for LD31 (JAM)
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The playable build at the top of our page is the latest
version of the project, and the web link is our
submission version.

All versions are available for
download on both Windows and Mac!
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OVERVIEW
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Hugh Higgins is a professional hacker, renowned throughout the world for infiltrating the most elaborate and sophisticated security systems. His recent operations, however, haven’t been too fruitful; a preservation protocol—the Safeguard Sun—has been disrupting his work. Having ascertained its location within a bank’s hosted beta, Hugh has decided to set out and terminate it.

Dive onto the information highway as Hugh’s robotic avatar, juggle between volume and visibility settings to avoid detection, and obtain the Safeguard Sun spiralling at the road’s end. Do you have what it takes to get the job done?


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CONTROLS
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W: Move Forward
A: Move Leftward
S: Move Backward
D: Move Rightward

Duck: performed automatically when Hugh’s avatar is idle.

Move the mouse over to the options panel at the top left of the screen for visibility and volume management.

Low Brightness: the highway becomes invisible, but enemy spotlights are visible.
Medium Brightness: moving platforms become visible, but enemy spotlights and stationary platforms are invisible.
High Brightness: the stationary platforms become visible, but enemy spotlights and moving platforms are invisible.

Muted Volume: Strategy Spheres will not approach you, but you can’t hear the System Stream.
Low Volume: Strategy Spheres will approach you slowly, and you can hear the System Stream faintly.
High Volume: Strategy Spheres will approach you, but you can hear the System Stream.


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ENEMIES
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System Stream
A massive humming beam that vaporizes Hugh’s avatar on contact. When it sounds loud and close, duck!

Strategy Sphere
Small orbs that hover to the left and right of Hugh’s avatar. When the volume is muted, they return to their default positions and leave Hugh alone. When the volume is high, however, they can hear his avatar and start closing in to eliminate it.

Security Spotlight
A light projector that moves in a methodical pattern. Hugh’s session ends if its light makes contact with his avatar—whether he can see it or not!


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TEAM
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Ryan Schmidt (@SchmidtSource) – Audio & Level Designer
Diego Henriquez (@DiegoNachoKing) – Programmer
William Lewis (@Fusion_W) – Modeler & Animator
Maria Diment – Texture & Concept Artist


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ASSETS
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SFXs – Various
Font – Renegade (Pixel Sagas, dafont.com)
Music – Modified "Moss" by Arastoo (freemusicarchive.org)

Original Composition
http://freemusicarchive.org/music/Arastoo/Warmth_In_Digital/03_Mossmp3


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TOOLS
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ZBrush
Unity 4.3
3ds Max 2015
Adobe Audition CC 2014
Adobe Photoshop CC 2014


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SUBMISSION
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In the submission build, the player isn't affected by moving platforms, so you need to manually keep up with them to maintain your footing. The camera tilts and rotates a bit the farther you go, too. Moreover, the moving platforms vanish when the brightness is set to anything other than medium brightness, so you'll need to step off of them before changing the brightness if you play the submission build.

We also didn't have time to implement a few of our animations and textures: defeated, falling and spotted animations for Hugh's avatar were not included, nor were the textures for the platforms.

Ratings

Coolness 100% 1
Overall(Jam) 2.98 709
Fun(Jam) 2.56 846
Graphics(Jam) 3.23 521
Innovation(Jam) 3.25 365
Mood(Jam) 3.00 517
Theme(Jam) 2.60 957

Feedback

Alendro
09. Dec 2014 · 21:07 UTC
Love the art. Nice job.
d3garcia
09. Dec 2014 · 21:08 UTC
Very good idea, but there is no visual alarm when he ducks and with that camera its really hard to understand when the bar is coming, overall I like the idea.
🎤 DiegoHenriquez
09. Dec 2014 · 21:43 UTC
Thanks, Alendro. Our team put a lot of effort into the art. If you happen to revisit the project later, we'll hopefully have our ground textures ready to show off.

We also agree with you, d3garcia. If we had more time, we would have tried to fix the way ducking worked to make it visually clearer.

We appreciate the feedback, guys!
madcapacity
09. Dec 2014 · 21:51 UTC
Very interesting concept - it took me a while to understand what was going on but I enjoyed the play between the game and the option on the side.
🎤 DiegoHenriquez
09. Dec 2014 · 22:13 UTC
Much appreciated, madcapacity: we're glad you enjoyed it. There's definitely a lot to process before you can start a session, and juggling it all after the fact is still quite a challenge!
someone
09. Dec 2014 · 22:18 UTC
Cool concept. A bit unforgiving though.
Would be nice to have key controls for the settings to make it faster to switch between them.
Zi
10. Dec 2014 · 03:41 UTC
Very innovative mechanics, and really nice assets! However, the settings were a bit too much for me to manage. Perhaps two levels of brightness and volume each would have been better. Well, that's just me. =D
Team-KwaKwa
10. Dec 2014 · 08:50 UTC
I like the different mechanics you add, but there was maybe too much at the same time. Something more increasing would have been better, with checkpoints.
From the theme, I don't understand how it relates, except that every screens are on one screen.
Arts were great.
Sad there was no music, mood could have better with it.
Still a nice game to play.
Team-KwaKwa
10. Dec 2014 · 08:50 UTC
You can check my playthrough here: https://www.youtube.com/watch?v=yWk1GYBxqrE&index=6&list=PLmCAIfF6iKQWX1RhyAaKCdmk_61etZJ_9
MurderSantaTeam
10. Dec 2014 · 12:29 UTC
awesome idea and graphics :D
🎤 DiegoHenriquez
10. Dec 2014 · 19:43 UTC
Thanks for the feedback, everyone! I am considering implementing checkpoints, although I'm still curious if anyone can beat it without using them!
ViliX64
10. Dec 2014 · 21:08 UTC
Very complicated description, but the time was definietly worth it :)
vidarn
10. Dec 2014 · 21:09 UTC
Wow, this was interesting. I love the unique mechanics. Very challenging but one you got hang of it (and learned the layout of the level somewhat) things got easier.
I would have prefered to have a life bar, instead of immediately respawning as soon as you made an error.
Oh, great graphics by the way :)
Evergreen Games
10. Dec 2014 · 21:12 UTC
fun but incredibly hard. excellent graphics
Dokthar
10. Dec 2014 · 21:13 UTC
I just love it, Good job ^^
BtheDestroyer
10. Dec 2014 · 21:20 UTC
Normal brightness makes it impossible, I can't see the maze. I also have no clue when the bar is coming and sometimes I'd just randomly die...
🎤 DiegoHenriquez
10. Dec 2014 · 22:17 UTC
@BtheDestroyer not able to see the maze on normal brightness is part of the mechanic. As for the bar you can hear it clearly on high volume and difficult to hear at medium at medium volume. :D i am planing to implement some ques to remind people to use the sound volume to hear the blue beam.
MonoS
11. Dec 2014 · 13:02 UTC
The game is interesting, but is really to difficult and there is to much on the screen.
Maybe a bit more of polishing and it can became a really good game
ynots
13. Dec 2014 · 17:45 UTC
nice visual...
Almax27
13. Dec 2014 · 17:49 UTC
Surprisingly complex, would really benefit from in-game tutorial/prompts, otherwise original idea and good execution.
pjimmy
13. Dec 2014 · 23:51 UTC
great visuals, well done
01rafael
14. Dec 2014 · 20:04 UTC
I just falling down from the platform, and everything crashed.
But anyway I like this game. Charackter is great!
pkenney
15. Dec 2014 · 01:45 UTC
Intriguing idea! I've seen a few of these game where you can only see one type of danger at a time. I always seem to struggle really badly with them for some reason! This one has some nice features, including good graphics, nice ambient sound, and an extremely fast retry loop that doesn't make failure break your heart.
Chris M
17. Dec 2014 · 15:39 UTC
Goodness this is hard, some great ideas though- integrating the menu system as an the actual game mechanic has a lot of potential. The mood is well fostered too; I'm constantly on edge.
gameattack
25. Dec 2014 · 04:11 UTC
It is probably too complex for me. It looks nice and it has a good mood but half of the time, I don't understand why I die.
StejkRobot
28. Dec 2014 · 00:22 UTC
its was ok. there wasnt much explanation to how the game worked though and i dont know if it really stayed true to the theme. But the art was nice!
Hellequin
28. Dec 2014 · 17:24 UTC
I love the art! the gameplay is really fun! Well done!
Crowbeak
29. Dec 2014 · 05:37 UTC
Whole game on one screen -- including options, which are also game. Nice.
martial_cantarel_games
29. Dec 2014 · 08:41 UTC
)))))
rojo
30. Dec 2014 · 00:40 UTC
It's a really interesting concept - definitely feels innovative! I think it's a bit too tough at the moment, though. If you had three sensory modes total instead of six I think it would tighten things up a lot. I'm also not sure if I'm seeing a strong relation to the theme, but maybe that's just me. The audio fit really well and added some nice ambience, though! Also, in the future it would probably be better to embed the version you submitted until voting ends to avoid confusion - a lot of people don't pay much attention to the game description.
jlouisB
30. Dec 2014 · 00:49 UTC
It's fun and innovative, but a bit too hard !