Noli by chipcaramel

[raw]
made by chipcaramel for LD30 (JAM)
You wake up to realize that your sister's missing. As you look for her, you hear her calling for help!!

Search for your sibling as you traverse across multiple worlds, with each new place making you more desperate, but opening new strengths to discover...

Jimun
Engine, Bugfixing, Code, Characters, Controls, SFX, Script

Chip Caramel
Environment, Level Design, Graphics, Music, Concept, Script


*Some Key Notes!*

We've spent far too much of the effort to present a well-polished game; so much so, that we've run out of time! What you have is an unfinished project, sadly, with a postmortem version in the works.

The game lacks a victory condition or a death condition right now - the game's 'end' is when you see the legendary Air Shark.

As for LD Jam, this is our game! We hope you enjoy it!

Ratings

Coolness 36% 1659
Overall(Jam) 3.78 74
Audio(Jam) 4.04 34
Fun(Jam) 3.65 76
Graphics(Jam) 4.22 85
Humor(Jam) 2.88 213
Innovation(Jam) 2.62 601
Mood(Jam) 3.86 64
Theme(Jam) 3.09 415

Feedback

darklightteam
26. Aug 2014 · 13:28 UTC
Good work! =D
FinnMacd
26. Aug 2014 · 13:34 UTC
Great game!
snade
26. Aug 2014 · 13:43 UTC
Good job :)

few points though:
- Attack sound is very loud
- When you start and stop walking it takes like half a second to get to full speed or stop completely, thats very anoying when jumping from platform to platform, especially the small platforms since you slide of it
Trilby
26. Aug 2014 · 13:45 UTC
It definitely feels polished, well done.

It would be convenient to make the jump or arrow buttons advance the dialogue so I wouldn't have to move my hand around the keyboard.
x1212
26. Aug 2014 · 13:48 UTC
great game, high quality, looking forward to the postmortem-version :D
Knowledge
26. Aug 2014 · 13:57 UTC
Good game. But controles are a bit of buggy.
lolofinil
26. Aug 2014 · 13:59 UTC
I got to the air shark! nice polishing through!
Sunflower
26. Aug 2014 · 14:31 UTC
The most outstanding entry I played so far; I really like Metroidvania games, and this time it's no different. The controls were confusing at the very beginning (personally, I'm more accustomed to Z = interact/proceed setup, so having up to interact, space to jump and enter didn't feel so convenient). Also, you might want to reduce inertia a little; as it is now, it's rather difficult to contol.

Still, the audiovisuals were pretty great; I really like the animation, especially the adorable expression of Noli while running. A lot of work went into that game, and it shows. Too bad it's incomplete, but that's what you get with 72 hours of time, I guess.

(oh, and one more thing: I'd suggest having all core instructions presented before there's any split to multiple ways; I went left at the beginning, and thus didn't have information about jumping or running)
Jimun
26. Aug 2014 · 16:27 UTC
Thanks for all the comments, folks. We put a lot of work into this, and I'm glad to hear it was well received.

Regarding control input, I intentionally avoided using Z as a default key for anything in case anyone was using an Azerty layout.

There's full controller support and key binding if you press F2 and go into the input configuration, so feel free to rebind controls as you like it. "Interact" and "up" are actually separate key configs that can be bound differently.

If you have an X-Input controller, key bindings should be set up for it by default (A = Jump/Accept, X/B=Attack/Cancel, D-pad for movement, Left Shoulder for sprinting), but other controllers will work too, you'll just have to configure them.

Dialog progression is based on the 'accept' key which can be rebound as well, but I'll add Jump as a key it responds to for the post-jam version.

As far as sounds go, I'll do some audio balancing post-jam so it's not so jarring. In the meantime, there's a volume control there in the options menu for sound effects, so you can adjust the sound volume there.

I'll certainly experiment with the inertia too, to see if I can improve that handling there.

Thanks again for the feedback, everyone!
lkr
26. Aug 2014 · 21:02 UTC
Fantastic visuals and audio, and the beginning of a game I'd love to play a lot more of!
ElectricSeagull
28. Aug 2014 · 17:13 UTC
Really nice game. I'd love to see where this goes.
Erkberg
01. Sep 2014 · 19:30 UTC
This is a great foundation to build something awesome upon. I like the graphical style and the music very much. The sound effects sounded a little cheap compared to the music and the movement was sometimes a little too draggy. Apart from that, I enjoyed this a lot.
whalebot
10. Sep 2014 · 00:25 UTC
Very polished.
Moosefly
10. Sep 2014 · 16:49 UTC
Cool to see even settings in a Ludum Dare game! The gameplay needs work though. High inertia and unusual forward-jump made platforming pretty rough and the short range of my attacks combined with how many times I needed to attack made the combat somewhat tedious.

Anssi@MooseflyGames