Direct Interval by Kerinova Studios

[raw]
made by Kerinova Studios for LD27 (COMPO)
Direct Interval is a XNA based Platformer, that includes a fully open level editor, with documentation, as well as the source that you are free to use, to make your own XNA platformer.
It has Xbox 360 controller and Virtual Thumbstick support.
It works with Windows, Windows Phone, Xbox 360, and in a few hours, with Web, MacOSX, and Linux.

Objective:
Explore the level looking for the exit.
You have to beat the game in 10 seconds, unless you get timers, that reset your 10 seconds. You have to balance getting the timers, with getting points.

Controls PC:
R- Reset level
WASD or Arrow Keys- Move
Right Mouse- Melee

Controls 360:
B- Reset Level
Left Trigger (LT)- Melee
Right Button (RB)- Sprint


Windows Installer Version-
https://www.dropbox.com/s/3orqecjzzqeg6cf/Direct%20Interval%20Installer.zip

Ratings

Coolness 62% 3
Overall 2.21 1134
Audio 2.23 718
Fun 1.88 1141
Graphics 1.85 1116
Humor 1.71 864
Innovation 2.06 1099
Mood 1.83 1043
Theme 2.59 992

Feedback

manabreak
26. Aug 2013 路 04:45 UTC
I honestly didn't know what to do here. How do you beat up the game?

Also, the instruction text is FAST. I had to hold down R to get to read it.
馃帳 Kerinova Studios
26. Aug 2013 路 04:49 UTC
You go to the exits. You have to explore the levels to find them. They are purple circles.

I am sorry about the instruction text. That is the sort of mistakes that get made without playtesters :/ I will put the instructions onto this post, for future players.
otresnjak
26. Aug 2013 路 04:49 UTC
Neat game! I like the implementation of the 10 seconds theme. Hard to tell what kills you and what doesn't, though--would really help if the "lose" screen told you why you died.
Infernal
26. Aug 2013 路 04:50 UTC
fun, but menus/text didn't stay around long enough. had to hunt for the backslap manouver to finally get out of the first part.
jay griffin
26. Aug 2013 路 05:04 UTC
Good job, not bad at all. I'd agree that the lose screen could be a little more descriptive though.
馃帳 Kerinova Studios
26. Aug 2013 路 05:06 UTC
@otresnjak Thank you so much! :) That is a good idea, it wouldn't be too hard for me to implement. If only I thought of it sooner.
馃帳 Kerinova Studios
26. Aug 2013 路 05:07 UTC
@Infernal I am currently uploading a build that fixes that. Thank you for the feedback.
Feysoura
26. Aug 2013 路 05:11 UTC
couldn't get past the first part. That red thing didn't let me! Am I stupid?
馃帳 Kerinova Studios
26. Aug 2013 路 05:13 UTC
@Feysoura you have to use right click to melee the red enemy.
Jishenaz
26. Aug 2013 路 05:15 UTC
The character moves more fluidly on an Xbox controller, but I couldn't figure out which button is used for melee.
馃帳 Kerinova Studios
26. Aug 2013 路 05:16 UTC
@Jishenaz Melee is Right Button on a 360 controller. I am sorry, I forgot to add the tutorial text for the 360 controller.
HeroesGrave
26. Aug 2013 路 05:32 UTC
Linux ready?

Looking forward to playing.
馃帳 Kerinova Studios
26. Aug 2013 路 05:41 UTC
@HeroesGrave I am working on it. The Web port will be done first however, which should allow you to play it on a web browser.
theholychicken
26. Aug 2013 路 05:44 UTC
I personally prefer more agility for the player. Increasing horizontal speed and implementing acceleration & deceleration would make movement less stiff.
Overall I think the game could benefit from a greater sense of freedom by making the game environment less restrictive(not have so much menacing downward pointing spikes).
lalanl
26. Aug 2013 路 05:44 UTC
The controls don't seem to work on a PC. I keep getting stuck on the You Lose screen without any way to get rid of it.
TheSambassador
26. Aug 2013 路 06:02 UTC
It's really cool that you managed to put in all of those "extra" features, and that it works for Windows phone. Including a level editor is pretty impressive for the amount of time.

That said, there are a lot of really big problems with the game:

1 - I'm sure you're not an artist (neither am I), but the tiles don't just look pretty bad, but it's extremely unclear what each thing is. I seemed to die from hitting some stuff (not just the spikes/running out of time) and I had no clue why. The colors that you chose are extremely hard to look at. Honestly, a purely black and white game would have looked better.

2 - the platforming controls themselves are very flat. Only 1 speed (seems like there might be a small amount of acceleration, but it was negligible), jumping seemed to be slightly different if I tapped/held down, but not really enough to make me feel in control of it. Punching seemed like it had an extremely short range.

3 - The text in general is nearly impossible to read (one line goes over the level itself, and it's just too small in general). You'd have been better off putting the instructions in the readme.

I do really like the character you created, and the enemy hats are cute too.

I think you should focus a bit more on core gameplay, and less on the extra features.
Endurion
26. Aug 2013 路 06:04 UTC
For starters, you should mention the Shift key, which lets you run faster.

The level is a bit too huge at the beginning.

The idea is not too special (I basically have the same :) ), the level design makes this somewhat naff.

Still, quite an achievement in only 13 hours being new at it!
馃帳 Kerinova Studios
26. Aug 2013 路 17:44 UTC
@lalan You press R to get passed the lose screen.
馃帳 Kerinova Studios
26. Aug 2013 路 19:33 UTC
@TheSambassador
1. Thanks for the feedback. I am absolutely terrible at art, yes.
2. I will do that, for my main release.
3. I do have the instructions on this entry post.
Thank you.
DissidentDan
26. Aug 2013 路 20:23 UTC
Solid concept. I didn't like the feel of the character movement. (Also, why was the character way slower when using keyboard than when using a controller?). In the first level, I didn't know where the exit was until after many play-throughs. I went all the way to the right side. On the second level, it seems like it's impossible to progress once you get on the third story/platform.
Joxno
27. Aug 2013 路 17:17 UTC
I can see potential in this type of game,
although there were a few things that was confusing, the timer in the top left is dark blue which makes it hard to see how much time you have left,

It's also a bit weird to use the mouse button for melee when most other controls are keyboard based and mouse isn't used for aiming etc.

Also player movement was a bit slow which didn't really make it feel fast-paced, which I think this sorta game would've benefited from.
commanderstitch
14. Sep 2013 路 15:24 UTC
nailed the theme. reset timer gogogogogogo!