Square Quest by paulopn
This is my first Ludum Dare entry: "Square Quest"
The basic idea of this game is to take the style of a Zelda-like game and strip it down to the bare minimum.
It was coded using libgdx.
Every block of the game is rendered separately,using an image as a map.The collision detection is also self-coded.
It's much heavier than it should be and it's also buggy, but nothing gamebreaking.
I took effort into making the game easy to play, but there's a tutorial screen, just in case.
I'm also taking part in the "One Game a Month" challenge, I'll probably expand this game later.
Controls:
Arrow keys to move, Z to shoot
I appreciate any feedback!
(a small update: I added credits to the title screen...I had that done yesterday, but I saved the image in the wrong place...Also, it apparently works on Linux, so it's marked as Win/Linux now)
I'll eventually make an updated version, but only after judging ends. This version is exactly what I made in 48 hours.
Known bugs:
There are about 2 coins that are impossible to collect
The basic idea of this game is to take the style of a Zelda-like game and strip it down to the bare minimum.
It was coded using libgdx.
Every block of the game is rendered separately,using an image as a map.The collision detection is also self-coded.
It's much heavier than it should be and it's also buggy, but nothing gamebreaking.
I took effort into making the game easy to play, but there's a tutorial screen, just in case.
I'm also taking part in the "One Game a Month" challenge, I'll probably expand this game later.
Controls:
Arrow keys to move, Z to shoot
I appreciate any feedback!
(a small update: I added credits to the title screen...I had that done yesterday, but I saved the image in the wrong place...Also, it apparently works on Linux, so it's marked as Win/Linux now)
I'll eventually make an updated version, but only after judging ends. This version is exactly what I made in 48 hours.
Known bugs:
There are about 2 coins that are impossible to collect
Ratings
| Coolness | 88% | 2 |
| Overall | 3.59 | 184 |
| Audio | 3.56 | 108 |
| Fun | 3.59 | 124 |
| Graphics | 3.51 | 261 |
| Humor | 2.25 | 529 |
| Innovation | 2.76 | 836 |
| Mood | 3.07 | 420 |
| Theme | 3.90 | 224 |
The Windows jar works great on Linux btw.
* There seemed to be two pieces of gold in the forest I couldn't collect, because they were behaving like solid objects.
* In the desert section, the player's projectiles were the same color as the sand and pretty much impossible to see after being fired.
* The music was a little loud at times.
Other than those minor issues, this was a really well done game. I liked the eight directional shooting and the soundtrack was amazing. I never encountered any glitches during gameplay, and I highly enjoying exploring the dungeons. Fantastic job!
I aimed to create something similar, though quickly settled for an even more simplified setting.
Tyro pretty much mentioned the only criticisms I could think of. Good job!
- There are two yellow coins in the forest which I can't collect.
- The player should be able to press multiple moving keys. E.g. if I walk along a corridor from the left to the right and then see, that it will turn to the top, I often press the right and the up key so he automatically turns the direction then - but in your game, the character doesn't move anymore. It would be nice if you add this comfort feature in your post-compo.
- The dungeon with the entry point in the desert... if you want to leave the dungeon (holding the up key), you immediately enter it because you progress moving up after entering the overworld.
- Collecting coins is getting exhausting really fast, perhaps you should add a collecting radius of two squares in which my character automatically gets them?
The graphics fit very well, nice how you communicate the landscapes in such a simple, effective way.
The downside is that the game requires me to be pixel-perfect. Catching coins and shooting enemies was tiring sometimes. Also, make enemies shoot diagonally, otherwise they are very ease to kill.