Beneath the Surface by FistBumpGames
Wander beneath the surface and explore a mysterious tomb. Overcome your enemies and prove that you are the greatest hero of them all.
*update1:
fixed some bugs
*update2: thanks for the feedback!(:
controls now work as intended
*update3: princess version for all the small heroes.
*update4: redesigned post vote version. have fun :)
credits:
Alfred Stanzl
Matthias Bruzek
Matthias Soria
Lukas Tuschl
Sabine Fantner
Jasmin Yan
Twitter: @FistBumpGames
Our Facebook-Page: https://www.facebook.com/pages/Fist-Bump-Games
*update1:
fixed some bugs
*update2: thanks for the feedback!(:
controls now work as intended
*update3: princess version for all the small heroes.
*update4: redesigned post vote version. have fun :)
credits:
Alfred Stanzl
Matthias Bruzek
Matthias Soria
Lukas Tuschl
Sabine Fantner
Jasmin Yan
Twitter: @FistBumpGames
Our Facebook-Page: https://www.facebook.com/pages/Fist-Bump-Games
| Web | https://dl.dropboxusercontent.com/u/11857298/BeneathTheSurface.html |
| Web Post Compo ( princess version ) | https://dl.dropboxusercontent.com/u/11856738/BTS.html |
| Post Vote Version | https://dl.dropboxusercontent.com/u/27665639/BTS/BTS.html |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=30260 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.42 | 232 |
| Audio(Jam) | 3.61 | 138 |
| Fun(Jam) | 2.78 | 486 |
| Graphics(Jam) | 4.70 | 7 |
| Humor(Jam) | 2.12 | 552 |
| Innovation(Jam) | 2.72 | 494 |
| Mood(Jam) | 3.94 | 61 |
| Theme(Jam) | 2.97 | 468 |
5 seconds in I wallhopped on the wall to the left and got out of bounds - screenshot - http://i.gyazo.com/d8513d33ac9b1039f2e340838cfdc9e5.png - gif animation - http://i.gyazo.com/36ea11386b2f583ec4443875a8cef1cd.gif
Now onto the review!
Graphics; now, I've always been fussy, pixel art in my opinion should stay true; so, rotating a piece of 2x scaled pizel art by 45deg makes it look like it's not actual pixel art anymore; however, when it's all combined with the bloom-like glows etc, the game admittedly looks -gorgeous-, with alot of smooth animations left right an center, so props to you there!
The sound often lagged out; I've no idea if thats an issue with the web version of unity, or not. But the sounds weren't too bad.
the gameplay I felt lacked. The sword swing was very slow - sometimes I was able to kill a skeleton, and still be killed by them. Odd. :P But yeah, the retreating jump felt useless in combat, and the sword very slow. Also combat behind foreground decorations was the most common cause of death for me.
Overall great effort but could do with some fine tuning in my honest opinion.
Good luck!
Please improve the controls! I see so much potential in this one!
One critique: Dodge seems useless, as evidenced by my running attacks hitting enemies while they dodge. The dodge is shorter than attack ranges, and is even shorter while running. I might be better off just running backwards.
I would play this a ton if it was a bit easier (let the player take 3-4 hits before dying) and tighten up the controls a bit more.
Maybe try creating some more obvious animation cues on the enemies before they attack to make the 'hop back' defensive move more useful.
Hope to see this one developed some more and have it updated.
While I kinda like the game in it's basics, I have a hard time seeing the theme represented. Also, the gameplay was very harsh and too punishing imho - some warning for incoming strikes (flashing etc) is necessary if you want to allow the player to meaningfully dodge or attack in this kind of 1-hit kill combat. Also, putting elements in the foreground just to mess up with the visibility and make the game artificially harder does not work for me.
Still, the mood is really nice and you did a good job on the sound effects.
The graphics are just. Gah. So jealous. Smooth animation, too!
But the combat just didn't work well for me (the best strategy seemed to be to simply run forward and attack). Having foreground elements that obscured gameplay also seemed like a bad design choice.
Unfortunately I found the gameplay a bit boring and annoying =(
But congratulations on the looks and mood of the game, really great stuff
It's a shame that the landscape sometimes gets in the way of the action, the game is hard enough as it is
The gameplay is a big pain point though. Sometimes enemies take two hits to kill, and sometimes just one. >.< I like the demon-soul-sy fuck you enemy placement(warms my heart), but the attack animation, and turning animation are too slow & clunky to accommodate it. Id like to see the backdodge get a little more oomph as well, never seemed to help. Also, one small bug: I was able to cancel out of the death animation sometimes by attacking right as I was hit.
The atmosphere and mood are hella baller, and the sound works well and ties everything together. Tighten up the gameplay and this will be bonerrific!
I got to the boss but didn't beat it.
Graphics are the strongest aspect of your game, good job.
I want more !
(i did not kill the boss, the hero did it alone ?)
Your graphics are awesome !
So hard :/ So so hard. If the second and third skeletons act according to slightly different AI routines then you sir are FIENDISH. I think if they are harder they should actually look different, even if subtly so. As it is now it just feels unfairly wrong.
I guess there's more content later in terms of variety, but damn it's so hard. And hard without room to manouever in - Super Meatboy for example has many options - when the player has very few options AND it's so hard it feels like luck getting through things.
But really, it's a goodie :) Pretty good (see what I did there), or is that pretty hard? :P
I'm fine with no-checkpoint, one-hit-kill combat, but I think that for it to work you'll need to balance the combat some in order to add depth and give the player agency. As-is, I felt it was entirely random as to whether I killed a skeleton or not. I couldn't tell if I had one hitpoint or more, since I could seemingly randomly cancel out of the death animation sometimes, and the skeleton's attack had so little preface that I couldn't dodge effectively.
The enemies jumping out of dark places seemed fair enough--level design seemed fair enough--but I'd like to see the combat tuned a bit. You might like to look into Nidhogg, which has somewhat similar fencing mechanics: http://www.nidhogggame.com/
The gameplay is a bit frustrating to be honest. I was able to kill the first few skeletons until i entered the cave and then died. Every enemy afterwards seemed to kill me and it got frustrating.
I think not to die in one hit and faster respawning would make it less frustrating. It takes too long after you die to respawn.
But this seems to have a lot of potential!
I would have really liked to see frequent checkpoints. I felt so accomplished when I got past the first five skeletons but having to start from the beginning after dying to the sixth was really frustrating.
That being said, I absolutely loved the graphics. The pixel art and other elements did seem a bit contradictory, but in the end blended together nicely with the soft gradients and effects. Everything waving in the wind, that was beautiful. The mood changed nicely when entering the cave. I'm definitely going to play the post-jam version, but rating according to this.
@Jupi: Thank you for adding us :D
@2HitAdam&Maschinen-Mensch: We are working on different attack animations for the skellies, thanks :)
@bitserum&ActionRemix: We are also working on the evade, one thing is the attack animation of enemies which will give you a better clue when to evade and the other is tweaking the distance and accelleration.
@JoshOS: Thanks for pointing this out in so much detail, we fixed it :P
@SnowFlower: As we intentionally wanted to make the character seem fragile and weaker, we prefer to try improving the combat system before giving you more health, but thanks for the suggention! :)
@radmars: The death-cancel bug is a tough one, as it sits inside of the animation statemachine, but we will smoke it out when we revisit the animations soon ;)
@VictoryGarden: Thank you for the link, this combat really looks great and definitely is inspiring :)