Sword and Shovelry by tayl1r
Use your shovel to find seashells under the ground, beneath the surface some might say, and defeat the enemies. Arrows at the side of the screen point to the dig spots and enemies are invulnerable until all have been collected.
Ratings
| Coolness | 50% | 3 |
| Overall | 3.25 | 484 |
| Audio | 2.49 | 699 |
| Fun | 3.25 | 372 |
| Graphics | 3.70 | 241 |
| Humor | 2.28 | 669 |
| Innovation | 2.75 | 778 |
| Mood | 2.82 | 717 |
| Theme | 3.12 | 688 |
I'd say the art is pretty good as well, and you have pretty good gameplay. The biggest flaw is with collision. Sometimes it's hard to get around trees, and the sword fighting is a little awkward.
Not bad, though. Overall I like it.
Overall, good game! :D
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+ challenging on later levels
+ fun and somewhat puzzle-ish
- the enemies move awkwardly
- walking between trees is a bit tedious
Sorry about the collision problems. I think the biggest offender is the tree's collider which is a 2x2 tile box but visually has a lot of empty space.
I'm also unhappy that when enemies bunch it's hard to knock them away because they collide with each other. :(
Other than collision detection however the game is very polished! Good job!
Nice visuals and gameplay although it's true that collisions are sometimes iffy.
Well done!
a little more ia will be fine.
The tree collision feels wrong. You should try using a polygon collider 2D.
Fun little game with great graphics. Also the sounds are good, what you see a lot during LD is that people take the first blip out of sfxr and stick with it. These sounds actually fit the actions they are bound to. :)
Great work!
The level progression was smooth and the stage sizes perfect for the mechanic. I appreciated the surprise of the new opponent coming at the end! From a conveyance perspective, I felt like a little bit more feedback when I hit the enemies would have been helpful--not just the knockback--or perhaps having them flash before disappearing. I had a little bit of trouble keeping track of how many folks I'd managed to defeat on that one level with 4 bad guys. The sword movement was also a bit odd. It seemed strangely smooth in comparison to the rest of the game, and a little bit artificial.
All-in-all, it was a neat new concept backed up with old-school graphics that, themselves, taught me some of what to expect in terms of gameplay. Great job, and thanks for the game!
adding a death-animation for the enemies would be nice too. also, i was confused by having two hearts when i die after three hits.
oh, and what a great name!
Please consider adding alternative controls.