Noli by chipcaramel
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!
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 |
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
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.
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)
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!
Anssi@MooseflyGames