Killbot's Last Adventure by udo
This is Killbot's Last Adventure, one of three ideas I pursued this LD, made in pure HTML5. It's a Riven/Myst-type of deal, being a short walk-through adventure, about 5-10 minutes playing time probably.
# Controls
The controls should be self-explanatory - let me know if you find any bugs or get stuck.
- A, D for walking
- Enter to interact
- Space for killing things
Gameplay hint: since some people found it irritating I'd like to point out that you are not supposed to sit through the complete ramblings of the Planet Improver until the end. You're supposed to go through the gate after any amount of interaction you like.
# Compatibility
This won't run on IE, but any other modern browsers should be fine. The game requires a pretty hefty screen resolution of at least 1600x900. I didn't have time to make a low res mode, maybe I'll make one after the Jam.
# Tools used
This was made from scratch for LD30 with the following tools:
- Text editor ;)
- Cinema 4D
- Logic Pro X
- Audacity
Frameworks and libraries: jQuery, Howler.js, modernizr, Handlebars.js.
I went a little nuts there with the soundtrack, but I was all caught up in the awesomeness that is Logic Pro, which I had just purchased before.
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# Post-LD Change Log
Patch1: the Chrome issue should be fixed now (thanks, jgthespy)
Patch2: fixed a graphics and control problem in the reactor core level (thanks, Colapsydo)
Patch3: added the YogNet to leave messages
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Don't just rate, leave a comment! :)
# Controls
The controls should be self-explanatory - let me know if you find any bugs or get stuck.
- A, D for walking
- Enter to interact
- Space for killing things
Gameplay hint: since some people found it irritating I'd like to point out that you are not supposed to sit through the complete ramblings of the Planet Improver until the end. You're supposed to go through the gate after any amount of interaction you like.
# Compatibility
This won't run on IE, but any other modern browsers should be fine. The game requires a pretty hefty screen resolution of at least 1600x900. I didn't have time to make a low res mode, maybe I'll make one after the Jam.
# Tools used
This was made from scratch for LD30 with the following tools:
- Text editor ;)
- Cinema 4D
- Logic Pro X
- Audacity
Frameworks and libraries: jQuery, Howler.js, modernizr, Handlebars.js.
I went a little nuts there with the soundtrack, but I was all caught up in the awesomeness that is Logic Pro, which I had just purchased before.
----
# Post-LD Change Log
Patch1: the Chrome issue should be fixed now (thanks, jgthespy)
Patch2: fixed a graphics and control problem in the reactor core level (thanks, Colapsydo)
Patch3: added the YogNet to leave messages
----------------------------------------------
Don't just rate, leave a comment! :)
Ratings
| Coolness | 85% | 2 |
| Overall(Jam) | 3.37 | 280 |
| Audio(Jam) | 3.68 | 114 |
| Fun(Jam) | 3.04 | 378 |
| Graphics(Jam) | 4.09 | 124 |
| Humor(Jam) | 3.47 | 83 |
| Innovation(Jam) | 2.87 | 479 |
| Mood(Jam) | 3.35 | 240 |
| Theme(Jam) | 3.36 | 295 |
I think I fixed it - hopefully. Please let me know if it continues to not work.
I really like the adventure feeling.
I went until the core chamber where I just got blocked after the activation of the ejection.
I want to know what's next, I will play it again later.
I couldn't get past the second cultist though (killed the first)
Really interesting concept!
'Gameplay' was a bit simple and slow, not really my style. Could have been sped up maybe.
The music was actually done first (at least most of the pieces), on the first day - before there even was a real game. I kept listening to it as I programmed the levels.
I know, it's slow. Partly, that's intentional, it's supposed to be kind of a relaxing walk-through. But I can see how that's not everybody's style. And the timing is definitely off, I just didn't have the time to revisit the scenes and tweak them.
I guess, I did something wrong last time, I went back to the core computer while the ejection message was displayed.
Backgrounds graphics are really beautiful. I was also pleased to see that lock games were not hardcoded.
I can't resign to the idea that it was the last Killbot adventure.
> I can't resign to the idea that it was the last Killbot adventure.
I know what you mean :)
I know, the text timing is off, but I'll leave it like that now.
Tutorial, what are you talking about? The _two_ keys to use at the beginning are both mentioned in the text above as well as on screen in the game itself. All the other things have context-aware hint texts. As far as the "too much text" is concerned, didn't you realize most of that screen is optional? All you have to do is dial the gate, done. How much you choose to interact with that scenario is entirely voluntary.
And pray tell, what are the browser-related issues you found, exactly? Because if you let me know, I'd like to fix them. But merely saying how I should have done playtesting isn't very productive.
Remember folks, if you encounter any bugs, I'd like to hear about it! :)
Fun game too :)
End of line.
Great game!
It didn't feel tooo much like that though - more like a point&click adventure than an exploration/puzzle game. Not that that's a bad thing, I quite enjoyed it! The graphics and music are cool and I like the characters.
PS: I don't remember Myst/Riven featuring a killbot, but they sure were missing out!
PPS: I killed all the right things!