The Vale by Tyro
The Vale is a short, puzzle/action hybrid platformer. In it, the player explores a mysterious monochrome world while defeating enemies with modular rectangular projectiles. These weapons are formed from the player's own body and can protect them from harm or affect certain environments.
Controls:
Arrow keys - move, enter doors (up)
Z key - jump
X key - charge a projectile / raise a shield
release X: - launch a projectile
F4 - fullscreen mode
Controls:
Arrow keys - move, enter doors (up)
Z key - jump
X key - charge a projectile / raise a shield
release X: - launch a projectile
F4 - fullscreen mode
| Windows | https://www.box.com/s/t2gjooo3e0ab9twhl6tu |
| Source | https://www.box.com/s/t2gjooo3e0ab9twhl6tu |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12708 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.31 | 406 |
| Audio | 2.75 | 532 |
| Fun | 3.16 | 395 |
| Graphics | 3.72 | 180 |
| Humor | 2.00 | 714 |
| Innovation | 2.68 | 884 |
| Mood | 3.33 | 219 |
| Theme | 3.29 | 803 |
Ipcustom: Thank you very much! :)
Kortuga: Thanks, thanks. I forgot to mention this in the original post, but you fullscreen can be activated w/ f4. I can hopefully give the option to increase the port size as well in a future update.
Sanguine: Thanks, and sorry it was overly difficult. Any parts you're having trouble with, specifically? If it's enemy-related, growing your shield/projectile to its full size and holding it down will help in most cases.
KristianGibson: Thank you! Custom controls were coded in the game but not implemented due to sleep deprivation. Expect to see them in a future release. :)
The game is a bit too challenging in the later parts for my taste. The charging mechanics and what you did with it regarding the level design is cool though.
:)
Will be sure to check out your games too when I have a chance. :)
The thing is: I don't see it fitting the theme very well - to me, simple visuals or mechanics doesn't equal minimalism.
Other than that, a very cool game on its own.
Congratulations! :)
I like the idea, it has a good ambient to tell story.
But I stuck in a level, failed several times...
Maybe it's a little hard?
I've had your problem before, I think. Do you have an ATI card? The thing is, the swords are textures I'm blitting while everything else is sprites. There is a bug with some ATI cards and drivers that it refuses to draw sprites. The bug should go away when you update your drivers. However, I've used a hack to fix the problem before and I'll upload it some time later.
Still, I'd like to know your system specs. CPU, GPU, Operating system. Thank you for reporting your problem! ^^
I'll play your game later when I have a chance.
The game was extremely polished and well done, but too hard. I got up to the caves where you have to teleport in the air or fall on spikes. And that platform where you had to side jump... D:
Maybe I just gave up too easily, a challenge is always good :3
Great graphics and game flow. Like some other people said, it doesn't seem to fit the theme very much, but that doesn't bother me.
One thing you may want to change - when in fullscreen mode, I pressed ESC thinking that game might shrink back to non-fullscreen. It closed instead!
Just a few things to mention: there are actually two endings (I'm not sure if anyone has actually beaten it yet; I didn't anticipate the difficulty being so high for everyone) and for now, there is but a single sound effect in the game. See if you can progress long enough to hear it!
The reason I even mention that is because it relates to a comment by TenTonToon concerning how The Vale reflects minimalism. Looking back, I do wish I'd worked a bit harder to make the game incorporate it. I tried to express the theme primarily in a visual way - through the use of blocky level geometry, solid shapes for sprites with limited shading, and four shades of gray for the palette. I also attempted to utilize just as many resources as needed to convey the game's message. Hence, a single music track and sound effect, the latter highly related to one of the endings.
The thing is, with 48 hours to create a game you probably aren't going to be able to make more than few music tracks or sound effects anyway... so that's why I'm not sure if my reasoning was entirely sound in retrospect. I don't want to equate "minimalism" with "excusing yourself from creating resources than you should for a satisfying experience." :)
Anyway, hope to be more responsive to your comments soon. I really appreciate all your input!
I liked the gameplay of using the growing square to pass through the lasers/kill ennemies etc...
Perhaps can you add some levels:)
1. It has an attack/defense mechanic I've never seen before, brilliantly merging the two into a single button in a way that feels very intuitive. But it doesn't stop there--it goes on to brilliantly use those mechanics in intriguing puzzles as well as to fight varied and challenging enemies.
2. The game is fast-paced, with a rapid restart turnover (it doesn't take long to restart the level) and a very fair checkpoint system (when you die, you start the room over, not the whole game). On top of that, the character moves quickly, so it doesn't feel sluggish, fighting enemies is challenging and satisfying, and puzzles are clever and take a bit of work, but not so much to become frustrating.
3. Many of the LD games interpret "minimalist" to mean that it's just got to have as simplistic of graphics as possible and the mechanics can be whatever on top of that.
Personally, I feel that the minimalism should be in the mechanics, with a simple core concept that gets expanded upon. As the Extra Creditz guy would say, "great depth, minimal complexity."
This game has that in spades. There are basic movement keys and an attack/defend mechanic that merges puzzle-platforming, attacking, and defending all into a single button. That's brilliant minimalism!
4. Personally, I love the black 'n grey pixel art graphics. Enemies, platforms, etc. are all instantly recognizable and don't get lost in any clutter, yet the game doesn't look empty or boring. It looks good, with a fine amount of detail in the world. And, at the same time, the drab graphics reinforce the spooky, kind of depressing mood that the game has.
5. The music is haunting and very effective in supporting the creepy atmosphere that the graphics and bits of text suggest. There are no sound effects, but that adds to the cold feel of the game (and I don't mean that in a bad way). Since the graphics are so sharp and easy to read, there is no need for sound effects to further reinforce things like "you hit an enemy" or "you have died," so they aren't needed here.
6. As I've said, everything comes together to create a mood that supports the narrative being told. Things feel dangerous, lonely, and kind of scary, and everything reinforces that.
What more could I ask for out of a 48-hour game? 5/5, perfect score! Superbly done!
I liked it a lot, I liked the level design, the dark music and mechanics.
I only had two problems:
1 - The difficult raises too quickly.
2 - The controls are a little stiff. They are ok at the start, but when start coming platforming things at you, it becomes an obstacle.
Aside from that, awesome job! :)