Direct Interval by Kerinova Studios
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
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 |
Also, the instruction text is FAST. I had to hold down R to get to read it.
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.
Looking forward to playing.
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).
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.
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!
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.
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.