this is kevin by hbocao
Our team was composed of 3 programmers with little to none experience in game making.
So, yeah, no art guy nor sound guy. Programmer art FTW!
Since the initial brainstorm we agreed on not taking the theme so literally. I like to think that we did a good job on that.
Well, the game is really simple and short. It can be a little tricky, though.
We had so many ideas and we kept changing it that now it can seem like a little odd game, but we would love if you could try it and give us some feedback.
CONTROLS:
Standard input keys (ARROWS and WASD) and SPACE to skip the dialog.
Tip: If you get stuck, click on the reset button in the upper-left corner.
Tip 2: Since we didn't included in-game instructions, you need to push *things* around to get across some *other things* to move forward.
Semi-SPOILER: There are 2 endings.
PS. The game has only one sound effect. You're not going mad. Yet.
The game was made using:
- C#
- XNA (Sorry Linux and Apple people)
- XTiled library
- Photoshop
- Tiled Map Editor
- Sound effects from http://www.freesfx.co.uk
- Music from MINOR2GO (http://www.looperman.com/users/profile/159051)
Have fun!
The Team
* Fernando (fmtoigo@gmail.com)
* Filipe (filipe.scur@gmail.com)
* Henrique (twitter.com/hbocao)
So, yeah, no art guy nor sound guy. Programmer art FTW!
Since the initial brainstorm we agreed on not taking the theme so literally. I like to think that we did a good job on that.
Well, the game is really simple and short. It can be a little tricky, though.
We had so many ideas and we kept changing it that now it can seem like a little odd game, but we would love if you could try it and give us some feedback.
CONTROLS:
Standard input keys (ARROWS and WASD) and SPACE to skip the dialog.
Tip: If you get stuck, click on the reset button in the upper-left corner.
Tip 2: Since we didn't included in-game instructions, you need to push *things* around to get across some *other things* to move forward.
Semi-SPOILER: There are 2 endings.
PS. The game has only one sound effect. You're not going mad. Yet.
The game was made using:
- C#
- XNA (Sorry Linux and Apple people)
- XTiled library
- Photoshop
- Tiled Map Editor
- Sound effects from http://www.freesfx.co.uk
- Music from MINOR2GO (http://www.looperman.com/users/profile/159051)
Have fun!
The Team
* Fernando (fmtoigo@gmail.com)
* Filipe (filipe.scur@gmail.com)
* Henrique (twitter.com/hbocao)
| Windows (XNA) | http://www.henriquedeaguiar.com/LD/LD29/this_is_kevin.zip |
| XNA Redist from MS | http://www.microsoft.com/en-us/download/details.aspx?id=27598 |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25980 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.23 | 358 |
| Audio(Jam) | 2.90 | 439 |
| Fun(Jam) | 2.79 | 480 |
| Graphics(Jam) | 3.00 | 514 |
| Humor(Jam) | 2.10 | 558 |
| Innovation(Jam) | 2.67 | 529 |
| Mood(Jam) | 3.33 | 250 |
| Theme(Jam) | 2.98 | 463 |
@tylerb1 Aww... too bad it's not your cup of tea. Thanks for the kind words, sir!
@TTFTCUTS We didn't tried to make them all hard because it would be too frustrating if needed to reset every time. So I guess it's good news if the last one is the annoying one hehehe.
I see what you were going for with the theme, but I don't think it worked how you wanted it to. I see the mirror to bipolar with the hell world, but it felt like it was sort of tacked on for shock value more than a real exploration of the illness.
I agree with you about the movement speed. I was thinking about implementing a option for the character to run, but you know, TIME happened. hehehe
About the "other dimension"... it was supposed to mean something like an angry state of mind and not shocking with "oh this is hell" (because it really weren't). And also it was supposed to confuse the interpretation of the theme and to mislead from the main story. Maybe it didn't work out as we planned. Thanks for your feedback!
The levels generally just felt kinda tedious, too. I think it's mostly just because of the movement speed of the character (I would prefer whole tile movement so I could rapidly press the arrow keys and move a lot more quickly). I enjoyed it enough to complete it twice, but it was definitely getting tedious and by the end I was forcing myself to play just to say I had beaten it.
I really enjoyed the dual endings and the story being told there, but I'm not really sure how it fits the theme other than some really abstract interpretation. I like the dual-worlds thing going on and the feeling of trying to help someone else just as lost as you (although in much more danger). There's some realy desperation and engagement going on there, I genuinely wanted to save him, and I felt really bad on the final level when I left him behind.
I would've loved to see some more puzzle mechanics besides the simple block-pushing thing going on here, but understandable with the time-constraints. Some simple key-grabbing, or ice-sliding or something. Think "Chips Challenge" if you've never played it: https://en.wikipedia.org/wiki/Chip%27s_Challenge
Overall, solid entry, good story telling, but it's a little lacking in the fun department as described above. Nonetheless, good job guys.
Bugs! That's not good. Sorry about that.
Hmm.. you're the second to be annoyed by the movement speed. And your idea it's actually better than make the character sprint. And the feeling would be better too. Makes sense.
You're kinda right with the theme point. We played with it a little bit. We tried to not be obvious while at same time show obvious things (like the "hell world"). The theme was used as like beneath the surface of our flesh, of what we see at first sight, of what lies deep inside of us, which was supposed to be our mind. Maybe we stretched it a little bit? We're expecting a low rating in theme category, so... your comment just prove that we should be "concerned".
Yup, we planned on to do so, but you already guessed. No time.
Thanks for the feedback!
Same bug again? Dammit. Let us take a look.
Thanks for the feedback!
Still in that department, I was amazed by the quality of the level design! How long did you guys take conceiving the levels? I always wondered what the process is like to conceive puzzles - I guess that's an ability I'll never have! The last level, in particular, is ingeniously evil! The first approach obviously goes by ignoring all the other islands and trying to go for the shortest way, only to find out that you actually don't have enough crates and have to start over through the long way. Brilliant level design, honestly.
On what some dev fellows are complaining (about you only touching the theme too lightly), I tend to disagree. I see the theme pretty much as a general guidance and a mandatory element that adds fun to the competition, and you guys *DID* include it (actually in a smart way!). You're getting more points in that category from me than games that are *just* about digging or diving. I like games which have more than a single layer of meaning. :)
Finally, the two endings. I only got to see the 'bad' one (from what I'm reading in other folks' comments). Not fair! I went that extra mile to solve the last puzzle in a way per which I'd have that spare crate! I do understand what you guys aimed for (not all sides of our personalities should necessarily be nurtured or saved), but from a player experience standpoint, it sounds unfair. I wouldn't remove the mechanic, though - instead, just add a message that says "you got the bad ending" and let the player play the level again! I would do that to see the good ending if I didn't have to play the whole game again.
Still, one of the most complete and enjoyable entries I have played in this LD. You're surely getting high grades from me. Congrats! :D
Cheers!
I understand the desire to put in some music, but honestly I think the game would have been better off without it. It's a nice bit of piano, but the looping made it really take focus and distract from the fun of the overall game.
I think the story is interesting, but I don't have the desire to get the other ending since it sounds like it would take more work and seeing all of the sharp corners in the last level made me say "No thanks."
I think you've got a better handle on puzzle creation than I do, but I'd be interested in seeing what you could do with a smaller landscape. There was so much to the map and so little of it was used.
Overall it was still a good experience and a creative story/take on the theme, but those were the things that I felt limited what you were going for. Nicely done and thanks for sharing!