Onanigan by alvivar
"Do not go, please, they never listen. Why do you think they will do different this time?"
Arrows or WASD to Move,
Space to Jump,
you can jump 2 times in the air.
Tip: If you are having trouble upside down, just walk to the corner until you fall, then jump to the wall you want!
Arrows or WASD to Move,
Space to Jump,
you can jump 2 times in the air.
Tip: If you are having trouble upside down, just walk to the corner until you fall, then jump to the wall you want!
| Itch.io (Win, Mac, Lin) | http://matnesis.itch.io/onanigan |
| Gamejolt (Win, Mac, Lin) | http://gamejolt.com/games/platformer/onanigan/33268/ |
| Gameplay GIF | http://i.imgur.com/ngWXcGI.gif |
| Follow me! | http://twitter.com/matnesis |
| Original URL | https://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10741 |
Ratings
| Coolness | 96% | 2 |
| Overall(Jam) | 3.39 | 268 |
| Audio(Jam) | 3.05 | 388 |
| Fun(Jam) | 3.13 | 322 |
| Graphics(Jam) | 3.58 | 295 |
| Humor(Jam) | 2.13 | 487 |
| Innovation(Jam) | 3.17 | 303 |
| Mood(Jam) | 3.68 | 113 |
| Theme(Jam) | 2.24 | 671 |
it'd be nice also if going around lower corners were smoother - using the metroid wallcrawler mechanic where you're 'stuck' to a block until actually jumping would have made the game much smoother.
the atmosphere was great. got too frustrated to see what's past all those blue spikes, though.
In terms of the controls, yeah things are kinda clunky. I figured it out eventually... I'm not too sure about how the player internally works, but there seems to be some sort of delay after jumping or switching rotation where they're "between states" that makes things feel a bit inconsistent. Not sure. Also, being able to go directly from a wall to the underside of an object without having to fall+rejump would make it all feel a lot more fluid.
Issues with controls aside, you did a good job.
Overall it was pretty fun, and with that ominous bigger creature looming it got pretty intense :)
-Make sure to "teach" (make an obstacle that needs it) the player a maneuver before requiring it in conjunction with other hard maneuvers. When I say "in conjunction", I mean within the same checkpoint.
-Put the hardest part of the area between two checkpoints in the beginning of the area. This seems counter-intuitive, but it actually makes the hard part feel a bit easier, because the player can learn how to beat it, without having to go through the easier stuff every single time.
Those two things could have made the game quite a bit less frustrating, especially the second one (argh, that blue spike area.).
Great game though, I like the atmosphere a lot.
I like the stark feel to the game that both the audio and visuals portray. Would prefer to use UP key for jump, and maybe have another key to "stick" on to the surface of things.
Great game
Ignoring all that, it's a pretty nice game. The music and graphics go pretty well together, resulting in a pretty nice atmosphere. The idea is cool and I think the game has potential.
I had a great time exploring the world but I have to admit that the part you have to go round the blocks are a bit frustrating.
Like others I had some trouble with the controls but not
something that big of a deal. I really enjoyed this, good
job.
But I need arrow where to move.