Time to Die by RoyBatty
They swore oaths. They drew lines in the sand. They girded themselves for war. And now, they must battle to the death... in ten seconds or less!
Time to Die is a local multiplayer fighting game. It includes 10 random power-ups, incredibly subtle level variations, gravity wells, and earnest promises of playable potatoes - soon, we promise.
INSTRUCTIONS
* After the logo disappears, use the mouse to select at least two characters.
* GAMEPAD CONTROLS:
- Press A to Jump.
- Press X to Fire.
- Use the D-pad to Move.
* KEYBOARD CONTROLS:
- Player 1 uses Arrow Keys.
- Player 2 uses WASD Keys.
- Player 3 uses IJKL KEYS.
POWERUPS
* Floaty - Upon jumping, player will float in the air.
* Ghost- Player disappears; firing a shot reveals location.
* Gravity - Player acts as a gravity well, attracting objects.
* Reflect - Shots reflect off player; no damage is taken.
* Jump - Player jumps extra high.
* Phasing - Stepping on a platform makes it disappear.
* Reload - Player reloads faster.
* Speed - Player runs faster.
* Spread - Player fires three shots at a time.
* Stasis - Player's shots slow down and pause in midair.
PROGRAMMING: Corey "thatwhichis" Cochran, David J. Sushil
ARTWORK: Zachary Lutz, Corey "thatwhichis" Cochran
VERY SPECIAL THANKS: John Li
In the interest of full disclosure, the following changes have been made post-deadline:
* Added keyboard support.
* Changed background music.
* Added sound effects to title screen.
* Removed placeholder platform sprites.
* Changed texture compression in Web version.
UPDATE 2: Just uploaded a new build, should address issues with level not loading and screen going to black after initial level play (stops negative counter bug). Still only two playable characters at the moment QQ. Happy playing, guys! -thatwhichis
UPDATE: Still having issue loading game scene on some computers in web version, we are working to address- please bear with us! :-)
OUR WEBSITES
http://thatwhichismedia.com
http://badpilcrow.com
http://zacherylutz.wix.com/3dartist
Time to Die is a local multiplayer fighting game. It includes 10 random power-ups, incredibly subtle level variations, gravity wells, and earnest promises of playable potatoes - soon, we promise.
INSTRUCTIONS
* After the logo disappears, use the mouse to select at least two characters.
* GAMEPAD CONTROLS:
- Press A to Jump.
- Press X to Fire.
- Use the D-pad to Move.
* KEYBOARD CONTROLS:
- Player 1 uses Arrow Keys.
- Player 2 uses WASD Keys.
- Player 3 uses IJKL KEYS.
POWERUPS
* Floaty - Upon jumping, player will float in the air.
* Ghost- Player disappears; firing a shot reveals location.
* Gravity - Player acts as a gravity well, attracting objects.
* Reflect - Shots reflect off player; no damage is taken.
* Jump - Player jumps extra high.
* Phasing - Stepping on a platform makes it disappear.
* Reload - Player reloads faster.
* Speed - Player runs faster.
* Spread - Player fires three shots at a time.
* Stasis - Player's shots slow down and pause in midair.
PROGRAMMING: Corey "thatwhichis" Cochran, David J. Sushil
ARTWORK: Zachary Lutz, Corey "thatwhichis" Cochran
VERY SPECIAL THANKS: John Li
In the interest of full disclosure, the following changes have been made post-deadline:
* Added keyboard support.
* Changed background music.
* Added sound effects to title screen.
* Removed placeholder platform sprites.
* Changed texture compression in Web version.
UPDATE 2: Just uploaded a new build, should address issues with level not loading and screen going to black after initial level play (stops negative counter bug). Still only two playable characters at the moment QQ. Happy playing, guys! -thatwhichis
UPDATE: Still having issue loading game scene on some computers in web version, we are working to address- please bear with us! :-)
OUR WEBSITES
http://thatwhichismedia.com
http://badpilcrow.com
http://zacherylutz.wix.com/3dartist
Ratings
| Coolness | 67% | 3 |
| Overall(Jam) | 2.68 | 478 |
| Audio(Jam) | 2.90 | 269 |
| Fun(Jam) | 2.84 | 328 |
| Graphics(Jam) | 2.73 | 440 |
| Humor(Jam) | 2.17 | 354 |
| Innovation(Jam) | 2.27 | 541 |
| Mood(Jam) | 2.42 | 462 |
| Theme(Jam) | 2.78 | 443 |
By the screenshot I see graphics that I more like placeholders anyways.
We do apologize to anyone who is unable to play. We knew going in that creating a local multiplayer game would be very limiting.
I'll be honest in saying that I cannot currently play here at home. However, when I was playing an earlier build in a room full of game developers yesterday, I had a blast. I guess my hope is that if anyone else is interested, has the capability, and wants to try it out with their friends, they will have the same amount of fun that I did. At the very least, I have learned a lot about working on a multiplayer game, having never worked on one before. I tend to look at jams as a chance to try something new, and perhaps that is selfish.
I think some of us do intend to continue work on this concept, and perhaps someday it will be available to a wider audience through distribution on a more friendly platform?
For the moment, I would thank you for taking the time to comment, and will try to get to your game sometime in the next few days. Good luck!
-thatwhichis, team RoyBatty
Tanser and CarmineGames: Thank you for letting us know! One of us was having an issue with the web build earlier but it was running fine on my machine; we will definitely look into it within the next few days.
-thatwhichis, team RoyBatty
What follows are a few additional notes regarding Time to Die:
INSTRUCTIONS
* After the logo disappears, use the mouse to select at least two characters.
* In battle, each character corresponds to a gamepad.
* Press A to Jump.
* Press X to Fire.
* Use the D-pad to Move.
POWERUPS
* Floaty - Upon jumping, player will float in the air.
* Ghost- Player disappears; firing a shot reveals location.
* Gravity - Player acts as a gravity well, attracting objects.
* Reflect - Shots reflect off player; no damage is taken.
* Jump - Player jumps extra high.
* Phasing - Stepping on a platform makes it disappear.
* Reload - Player reloads faster.
* Speed - Player runs faster.
* Spread - Player fires three shots at a time.
* Stasis - Player's shots slow down and pause in midair.
We hope you enjoy playing Time to Die!
-- David J. Sushil
We told that Minecraft dirt: "Minecraft dirt, you are NOT allowed in our final build!" but it just wouldn't listen. It kept coming back (drunk, of course) yelling and screaming about creepers. At first we were annoyed, but eventually we started feeling sorry for it. Corey called it a cab, but since Minecraft dirt had lost its wallet, we had to pony up his fare. The driver was a nice enough guy - I'd say Lebanese from the accent. I gave him my number in case there were any problems. He told us a story about the worst drunk passenger he'd ever seen, and we laughed while smoking cigarettes. Needless to say, we were all surprised to find Minecraft dirt still lingering around as the deadline approached. But, hey: that's Minecraft dirt. There when you need him, there when you don't.
-- David J. Sushil
-- David J. Sushil
There is potential here but I think the jump/movement mechanics are pretty stiff... otherwise a good entry! Good luck!
Technically I think this kinda stuff needs to go in a post-compo version though:
* Changed background music.
* Added sound effects to title screen.
* Removed placeholder platform sprites.
Chinchilla: We've reviewed the rules and guidelines again; our initial interpretation was that these alterations might be acceptable as we had the assets done in time but that they were not implemented or implemented poorly due to "bugs;" however, we will certainly refrain from any more alterations to this version and I personally apologize if we have acted improperly, our intention is not in any way to "game" the system. We're just excited to keep working on it; I can't wait to get our other sprites in place and add a game summary screen for the post-compo version! I've only participated in the 48-hour compo before, and thought the jam rules a little more lax.
Jupiter_Hadley: Hey, thanks bud! We're sorry, the potato will be there someday!
-thatwhichis, team RoyBatty
-thatwhichis, team RoyBatty
Optimus6128: Yeah, it's meant to be between 2 and 4 local multiplayer, but when we were debugging in the last few minutes we ended up cutting a player (so min 2, max 3 at the moment!) to help figure out some behaviors we were seeing. Thanks for giving our little game a shot! I think it's something we plan on coming back to in the future. :-)
davidwparker: Our artist was actually project hopping at the site we attended, so he only jumped on with us in about the last day- gave us some great sprites with more animation than I think we have implemented even now, but he only got to two of the characters so right now John Li/Bear both play as John Li and Shark/Potato both play as Shark. ;_;
As an aside: the initial bug we encountered after posting the game that crashed it on the level scene? Having corrected it, I'm now relatively certain that anyone encountering that bug chose Potato. I find that very interesting. ;-D