Pugnator by Burhuc
Pugnator is an action-adventure shmup where you'll have to face increasing dangers. Kill enemies, earn loot, destroy walls, and find the portal to the next level.
In addition to this, every 10 second, one or multiple (depending on the level) events will happen which will stay for the next 10 seconds. Those events can be buffs, debuffs or traps!
So watch your timer!
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UPDATE:
As I got moved from the compo to the jam, I still have some time to polish a bit, so I just did that quickly.
v0.2 log:
- Added sound when timer ends (=Event happens)
- Added indication which event is currently happenening
- Added regeneration when not shooting
- Small bug fixes
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Install notice:
If the executable doesn't work, you need to use the installen, which will install the necessary frameworks (XNA) on your PC.
Note:
1. If the timer passes and you don't see any difference to before, then the event which happened may be a buff or debuff (damage up/down for example).
2. Some of the art assets in the game (Player character, bomb, explosions) are not made by myself but from here: https://github.com/Catacomb-Snatch/Catacomb-Snatch/. I did not have the time to create those by myself.
All the others though were made during the competition by myself.
In addition to this, every 10 second, one or multiple (depending on the level) events will happen which will stay for the next 10 seconds. Those events can be buffs, debuffs or traps!
So watch your timer!
-----------------------------------------------------
UPDATE:
As I got moved from the compo to the jam, I still have some time to polish a bit, so I just did that quickly.
v0.2 log:
- Added sound when timer ends (=Event happens)
- Added indication which event is currently happenening
- Added regeneration when not shooting
- Small bug fixes
-----------------------------------------------------
Install notice:
If the executable doesn't work, you need to use the installen, which will install the necessary frameworks (XNA) on your PC.
Note:
1. If the timer passes and you don't see any difference to before, then the event which happened may be a buff or debuff (damage up/down for example).
2. Some of the art assets in the game (Player character, bomb, explosions) are not made by myself but from here: https://github.com/Catacomb-Snatch/Catacomb-Snatch/. I did not have the time to create those by myself.
All the others though were made during the competition by myself.
| Windows executable | http://bit.ly/16Ey58f |
| Windows installer | http://bit.ly/16Ey6ZQ |
| Timelapse | http://bit.ly/12C4mj5 |
| Video review | http://www.youtube.com/watch?v=zJqAB55vE5U&feature=youtu.be |
| Original URL | https://ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25910 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 2.91 | 385 |
| Audio(Jam) | 2.49 | 393 |
| Fun(Jam) | 3.09 | 216 |
| Graphics(Jam) | 2.63 | 469 |
| Humor(Jam) | 2.21 | 341 |
| Innovation(Jam) | 2.60 | 430 |
| Mood(Jam) | 2.47 | 439 |
| Theme(Jam) | 3.26 | 218 |
The game is still a little rough, but I think it has a lot of potential.
As a suggestion, I think you need to give the player more information: Put the life somewhere a little more obvious, give information about what is the debuff that just happened, and, specially, give some indication about what direction is the exit.
I hope you can iron out this game further :-D
Here is my video playthrough: http://youtu.be/zJqAB55vE5U
(PS: I think you are not allowed to use graphics from other people's games to that extent in the Compo. Cheers)
Also thanks for the suggestions, I'll sure keep them in mind! I'll probably add a small regen function to the game, as I just played it again too, and it is pretty difficult to not die and advance in levels.
@Sheep: Most of the graphics are made by me. Only some though (Player, explosion animation, bomb) are not, just didn't have the time at the end sadly.
Game is fun but remember this for next time. :)
In mind, and yea I'll probably continue working on the game and iron in out :).
@wally: Well yes and no. They firstly weren't and had their own collision detection and handling with the walls. Thiw however took way too much computational time, and the fps dropped. I sadly didn't have the time at the end to optimize it, so I just left it out.
@Surrealix: Yes I also wish there were more! There are 15 at the moment and I have so many ideas for others! But as for some of the graphics, I sadly didn't have the time at the end anymore :(
Take a look at my entry if you have time!
Honestly if this had been suggested in a jam group, I would have nixed it, but I really like the execution here - very reminiscent of Gauntlet.
Great game :)
I really like graphics and concept :)