Thieves' Honor by Mach60KAS

[raw]
made by Mach60KAS for LD31 (COMPO)
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Hi guys! If the server's down or if there's no-one playing contact me on twitter via @Mach60KAS. I'm up from 12:00 -> 03:00 GMT most days. Thanks, and enjoy!
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Invite your friends! I'll try to play when I can, but it's more fun with more players! If you play alone, you're majorly missing out :(

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== INSTRUCTIONS
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* WASD to Move, Jump and Dive.


* Space to fire at current mouse cursor


* Hold Left-Mouse Button to charge a blink, Release to blink towards the mouse cursor.

\-> While blinking, you move extremely fast and are immune to bullet-fire!

\-> Blinking through a solid opponent will rob them of 25% of their money!

\-> Players turn light blue while charging, orange when fully charged and dark blue while blinking. While on cooldown from a blink, you turn red and have your movement speed cut.

\-> Cooldown lasts 1.5 sec, Charge lasts up to 4 secs.


* The winner is chosen at the end of the timer!

If you want to play the game but the server is down, leave a comment and I'll comment on your page when the server is running smoothly. Thanks for understanding.

(Temporarily hosted on my DynDNS.)

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== Libraries
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* Phaser
* ws for node.js

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== BUG FIXES
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* The server fails to kill ended game instances, adding players to already dead servers. [DONE 11/12/2014]
* Players may control one another if they set their name to an enemy player's name. [DONE 11/12/2014]
* Game fails to end on Google Chrome. [DONE 11/12/2014]
* Timer not responding to server update packets. [DONE 11/12/2014]
* Socket ends early, forcing a reload of the page to play multiple games. [DONE 11/12/2014]
* The player does not have the correct sprite, and instead is identical to all enemy players. [DONE 11/12/2014]
* Player's blink cooldown function not calling. [DONE 11/12/2014]
* Player now placed back to centre of map if the collision bugs out. [DONE 11/12/2014]

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== Known Bugs
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* Wrong map occasionally loads.

Ratings

Coolness 81% 2
Overall 3.28 459
Audio 2.32 765
Fun 3.40 273
Graphics 3.05 583
Humor 2.25 731
Innovation 3.07 601
Mood 2.73 731
Theme 3.56 618

Feedback

peterthehe
09. Dec 2014 · 16:50 UTC
Webpage not available...
tutelagesystems
10. Dec 2014 · 03:24 UTC
Can't load the page
stray
10. Dec 2014 · 13:51 UTC
Can't load
asobitech
11. Dec 2014 · 00:21 UTC
Guess I've gotta wait for other players, not so much fun on your own.
Nice piece of coding though.
Seriously high jumping skills.
Hempuli
11. Dec 2014 · 01:16 UTC
Works nicely! I wish I could shoot with left mouse button, and the jump/land sounds are a bit hard on the ear, but the graphics are nice and it's impressive that you managed to create such a fun multiplayer game in such short time!
alvarop
11. Dec 2014 · 01:29 UTC
The controls are a bit off. I wish I could shoot with left click. The tiles look nice but the characters don't really "fit" well with the setting, or at least that was my impression. Gameplay feels solid, but it needs better controls.
RHY3756547
11. Dec 2014 · 03:12 UTC
Very nice, had a lot of fun playing with other people. The blink mechanic could probably still be more rewarding, and I agree that click might have been a better choice for shooting. Tileset and UI are cool - not exactly a fit for each other but they have their own separate appeal.
01rafael
11. Dec 2014 · 21:19 UTC
Well... Game looks funy. But, I didn't dig in gameplay. Anyway, everything looks lovely! Small guys crashing each others ;)
cxsquared
11. Dec 2014 · 21:19 UTC
Super crazy awesome that you could put this together in 48 hours. Awesome work.
monkeedude1212
11. Dec 2014 · 21:21 UTC
Bug fixes post submission date of that level are generally frowned upon. BUT the game:

Great idea, good mechanics, multiplayer is a plus. SFX are a bit annoying, since there's seemingly no downside to shooting there's not a moment when you ever not want to be shooting. Controls a bit annoying, W is a bad jump key in platformers, better to use ASD and another key for jump. Would have preferred W for blink, mouse for shooting (lines up with the control isolation concept of your cursor control, firing and aiming, all being controlled by one hand, like a normal FPS).
AdventureIslands
11. Dec 2014 · 21:27 UTC
Nice work, creating online game in such a short time.
Blink stealing is pretty difficult when others shooting at you makes you lose coins, and shooting could have maybe worked in mouse button, but otherwise this was pretty solid.
🎤 Mach60KAS
11. Dec 2014 · 21:53 UTC
Hi folks, thanks so much for all the feedback!
* @asobitech, I agree - there's not much to do without other players. I might work in some solo content in a post-compo to reduce the reliance on multiplayer.
* @Hempuli Yeah, I threw them together in sfxr in the last hour or so while trying to get the UI in an acceptable state - so they're far from the best they could be. The controls seem to be a common issue, I'll definitely remap them if I do a post-compo. Thanks!
* @alvarop I definitely agree with the controls, I wasn't thinking straight at the time! P: The characters were drawn //very// late-stage into the process, and character art and animation are NOT my strong suit.
* @RHY3756547 I call it my patented "Oh god I have 2 hours, no UI and Adobe Fireworks" approach. The main focus of a post-compo would be completely redoing the art into something not generic and hodge-podge. Thanks, glad you found it fun though!
* @01rafael I aim to be a comedian one day. Aww, what didn't you like about the gameplay? :( Glad you liked the overall chaos of the game though!
* @cxsquared Thanks very much! :')
* @monkeedude1212 My apologies, I'd put myself into a situation where the only feasible solution was to get the fixes in. I've given full disclosure of all the changes I've made thus far, and I'd thought that they'd be fine since the gameplay remained unaltered. I agree with the controls, maybe mapping to the FPS paradigm would be a way better approach in a post-compo. The idea of a downside to firing is interesting, I hadn't considered it before!
* @AdventureIslands Thanks a lot! I agree, @RHY3756547 brought that up in conversation after a couple of rounds played - I'd like to increase the hitbox in future. @monkeedud1212's idea would alleviate the problem of being fired upon constantly - I think players need a break from the chaos, giving them a little time to aim a strike! Again, I fully agree on the issue of controls. Thanks again. :)

If you have any further feedback, don't hesitate to post!
ilokimo
13. Dec 2014 · 17:54 UTC
Impressive entry, but the game is hard to control, too fast and chaotic. Nothing that can't be fixed later ;)
edve98
13. Dec 2014 · 18:37 UTC
It was quite crazy, because I played on stream :P
OctoTeam
13. Dec 2014 · 20:06 UTC
The game is too fast and I find hard to follow what's going on, but other than that, you made a great technical job, specially for a compo entry, kudos!
Snicklodocus
14. Dec 2014 · 22:54 UTC
I'm always impressed with multiplayer games in LD, even if you had a bunch of post-release bug fixes. It took a very long time to load for me. Game itself is fun but very chaotic. Overall, great job!
Xanjos
15. Dec 2014 · 00:07 UTC
Really interesting concept and I really liked the blink mechanic a lot (although there were times I kept mistaking left click to be shoot XD).
ramoncb
15. Dec 2014 · 00:45 UTC
A multiplayer game for the compo! Really impressive!

The controls are a little complicated at the beginning, I think the shoot button fit more on the mouse and the blink on the spacebar ;-)

Overall, good job and sorry my bad english! ^^'
🎤 Mach60KAS
15. Dec 2014 · 01:44 UTC
Hi again, thanks so much for playing everyone!

@ilokimo Thank you very much! Yeah, it's mental right now for pacing, I'm intending on making the player sprites way bigger in the future - should make it way easier to see what you're doing.

@edve98 That's what I was going for, though I never considered what it'd be like with that many people...

@OctoTeam The pace is intentional, but I think trying to combine the pace with shooting very small targets was maybe not the best idea on my part. I'll be thinking about ways to tweak this. Thanks! :')

@Snicklodocus Oh dear, that's not intentional at all! The scripts only add up to a megabyte or so with very little audio. It might have been a server connection bug - occasionally the "Map" name packet disappears somewhere, giving you a black screen until the next round. Thanks again! :)

@Xanjos I'm glad you liked it! Yeah, the controls issue is pretty big - remapping it will have a high priority in future.

@ramoncb Thanks! Yeah, the control placement is a little bit weird, but what's done is done (for now, at least). Aww, cheers!
snickersnacks
18. Dec 2014 · 00:34 UTC
Interesting concept, doing multiplayer in such a short span of time is challenging! Good job :)
killthealias
18. Dec 2014 · 02:49 UTC
Very good game, but I think you should have mapped shooting to LMB and used that charge thing on RMB.
martial_cantarel_games
27. Dec 2014 · 14:20 UTC
love multiplayer games made in two days))
jsspiegel
27. Dec 2014 · 16:12 UTC
Overall really solid game! Kudos to you for pulling off multiplayer in 48 hours!
gallerdude
27. Dec 2014 · 17:51 UTC
Seems like it be fun with other people, but there are no other people D:
KrisDevelopment
27. Dec 2014 · 20:08 UTC
Sadly there were no players to play with, but the game is ok and could be great fun with other people.
Crowbeak
29. Dec 2014 · 05:55 UTC
The game asked me for a username and then... didn't load.
belstras
29. Dec 2014 · 22:12 UTC
I played for a bit and think the graphics and sprites remind me of super mario world. Nice touch with the aming with mouse. Only crit would be that the movement locks when aming, which happens with other ld31 games aswell that have the same function. Nice work- hope you do well with multiplayer games.