Curse in the Depths by Snowdrama
---Tips and Tricks---
1)Make sure the enemy's are in the range indicator for the basic attack, the attack has a 2 second cool-down.
2)Use your shield when going in for a basic attack so that if you bump into the enemy before you attack, you wont take damage.
3)Use Boost and shield carefully, if you overheat the power crystal, it will go on cool-down for 10 seconds(almost twice as long as it would be to stop and wait for it to charge)
---CONTROLS--- Controls are Arrow Keys and the Z, X, and C keys (WASD also works)and now has CONTROLLER SUPPORT! Just make sure to press a button on the controller instead of the keyboard at the main menu Screen!
Arrow Keys - Move
Z - Boost
X - Shield
C - Attack
360 - PS3
Gamepads:
L Stick - Movement
A - X - Boost
X - Square - Attack
Y - Triangle - Shield
---UPDATEs---
Thanks to @manabreak for pointing out a bug with spawn, Link has been updated.
I added a video in case that you can't play the game.
I posted the new Post Compo version with the Sound Effect and Music
1)Make sure the enemy's are in the range indicator for the basic attack, the attack has a 2 second cool-down.
2)Use your shield when going in for a basic attack so that if you bump into the enemy before you attack, you wont take damage.
3)Use Boost and shield carefully, if you overheat the power crystal, it will go on cool-down for 10 seconds(almost twice as long as it would be to stop and wait for it to charge)
---CONTROLS--- Controls are Arrow Keys and the Z, X, and C keys (WASD also works)and now has CONTROLLER SUPPORT! Just make sure to press a button on the controller instead of the keyboard at the main menu Screen!
Arrow Keys - Move
Z - Boost
X - Shield
C - Attack
360 - PS3
Gamepads:
L Stick - Movement
A - X - Boost
X - Square - Attack
Y - Triangle - Shield
---UPDATEs---
Thanks to @manabreak for pointing out a bug with spawn, Link has been updated.
I added a video in case that you can't play the game.
I posted the new Post Compo version with the Sound Effect and Music
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 2.76 | 612 |
| Audio(Jam) | 1.75 | 644 |
| Fun(Jam) | 2.46 | 610 |
| Graphics(Jam) | 3.02 | 508 |
| Humor(Jam) | 2.15 | 536 |
| Innovation(Jam) | 2.38 | 649 |
| Mood(Jam) | 2.56 | 619 |
| Theme(Jam) | 3.12 | 395 |
The way the boost works was not quite clear thou.
pvwradtke: Actually I left the hit-box in, it was supposed to be replaced with a basic attack range indicator image but 11 minutes to deadline wasn't enough time to make the image and implement it. The weapon animation was giving me an hours worth of trouble before I said screw it and went with the least broken one.
@manabreak: I'm not good with music or sound-effects, I was thinking about using bsfxr but all the sounds I came up with were jarring, and weren't appropriate for what was going on. I'll look into the enemy spawning issue, they should spawn evenly on both sides of the screen.
As for the energy meter issue, it turns black to show that its 'overheating' or as its called in the code burnt out. What's happening is when you reach 100% it overheats for 10 seconds, which is much longer then getting it to 99% and waiting for it to fill up. The intention was for players to carefully choose to use shields or boost so the don't overheat. This was something that was to be explained in the story which was entirely cut from the game for the jam.
Audio would be really nice to complement the likeable graphics. The attack animation could be clearer.
Sidenote: Y and Z are interchanged on a german keyboard. So the controlls were a bit awkward until I used my Xbox Controller.
@stephan_h: Good to know, and sorry about that, I'll consider adding remapping options or have different keyboards supported in the future.
A little simple as is, but still quite enjoyable. Looks good visually, and the controls are tight.
Aside from "more content", a bit of retooling of the hitbox sizes would also improve the experience.
Good work!
Im glad you like the visual style, I will probably be increasing the Resolution of the sprites so that I can add more detail and make the character more recognizable.
The controls are something I actually probably spent WAY too long on, but I dislike playing games with difficult or un-intuitive controls. So one of my main focuses was making the game more fun to play, but sacrificing content.
To be completely honest the combat was made in the final 4 hours of the Jam. I just hadn't had time to really work on it. Controls, Enemy Behavior, and all the art took me most of my time, so in my 4 hours of crunch time, I hashed it out much faster then I would have liked. currently they just use circles which makes the collision a little too large when not swimming and a little off center when swimming, and the knock back when hit is still bugged(it only hit's the player to the right even though the player should be knocked to the left)
Overall I like the game's outcome, now i'm looking to the future of the game. I would upload the current modified version, but I am making major changes to the collision system so the game is no longer in working condition.
Anyway I Hope you had fun!
@Nnnnneeeedddd: Thanks, Simple I can agree, I tried hard to make the simple game as fun as possible.
@jacierecf: I'll admit, I spent way too long on the Parallax scrolling... but it came out cool looking! I wanted to make sure with the graphics that I reduced a decent ammount of visual noise so it was easy to see the main character and enemies. As I mentioned with sP0CkEr2 Gameplay was crammed in last second and I spent a lot of time making one mechanic feel solid rather then 2 or 3 mechanics that felt weak.
In the final version The cool-downs are indicated by the spell bar which is located in the bottom right corner, there will also be more then one spell and various different charges of spells which puts them on a longer cooldown but does more damage.