STL RNNR by Siewart

[raw]
made by Siewart for LD26 (JAM)
This game is inspired by the Minimalism movement De Stijl.

Controls: WASD (or arrows) + Mouse. Spacebar to Jump. R-Shift to sprint. R to reset.

XBOX360 Controller: X to Jump (or right bumper). A to Sprint (or left bumper). Start to reset.

Tony: Art && Programming
Siewart: Programming && Sound

Small post deadline fix:
1. lowered mouse sensitivity
2. compressed sounds (WebPlayer is ~10 times smaller, MacOSX and Windows 3 times smaller)

Ratings

Coolness 71% 3
Overall(Jam) 3.56 118
Audio(Jam) 2.89 281
Fun(Jam) 3.51 84
Graphics(Jam) 3.73 134
Humor(Jam) 1.88 340
Innovation(Jam) 2.80 322
Mood(Jam) 3.22 186
Theme(Jam) 3.83 83

Feedback

TheSheep
30. Apr 2013 路 00:13 UTC
At least in the WebPlayer on the Mac the mouse is way too sensitive. It makes it hard to navigate. Nice idea though :)
馃帳 Siewart
30. Apr 2013 路 12:09 UTC
@TheSheep: Thanks for reporting, I fixed it. I also decreased the file size by compressing the sounds. In accordance with the rules I will call it a port to
"people with normal sensitivity settings"
and
"people with low patience"

-Siewart
Tipyx
30. Apr 2013 路 12:29 UTC
Too sensitive, but very nice to play :D
MRvanderPants
30. Apr 2013 路 12:31 UTC
The mouse is to sensitive. The graphics and the game concept are realy cool, and fit the theme well
MinionStudios
30. Apr 2013 路 18:48 UTC
Love this one! Very slick and clean design. Everything works great and it is a good challenge! Awesome work!
Squared Muffin
30. Apr 2013 路 19:14 UTC
A good generic plataformer, fun nonetheless, it fits the theme perfectly, it also seems very well polished.
kyyninen
30. Apr 2013 路 19:16 UTC
Didn't know I wanted to play infinite running Mirror's Edge until now! Great use of theme and solid gameplay.
Binary Gambit
30. Apr 2013 路 19:18 UTC
My favourite of all entries I've played so far, reminds me of defrag.
FaBrito
30. Apr 2013 路 19:21 UTC
Hey, you only used basic shapes from Unity to keep it minimalistic, just like me... hehe
I feel that some textures would have helped to give a sense of velocity, specially becaus de default character controller from Unity has a little too much of inertia to compensate every time you stop running.
Texture would have helped on those areas were the player can't stay too long, to give a fair warning to the player.

I liked that you made the levels instantiated randomly and, has you managed to build a tutorial and didn't need to progressively improve difficulty, it worked.
But it only work because there are few levels... the player might want to keep trying the same level until he gets it right.
By the way, congrats on the level design! ;)
3.14
30. Apr 2013 路 20:20 UTC
Non disappearing mouse cursor was a bit irritating (played in browser). The game world loked great - i liked the subltle touches like corporate-waiting-room furniture and minimalistic use of color.

Good job.
SaintHeiser
01. May 2013 路 03:14 UTC
Oh! Procedural generated levels?
Looking interesting =)
Liked neon design ^_^
vapgames
01. May 2013 路 11:40 UTC
This is really addictive, awesome visuals. I wish respawn delay was shorter.
馃帳 Siewart
01. May 2013 路 11:47 UTC
You can use R to respawn, but your highscore won't be saved. (I should gofix, but that would not fall under the allowed fixes, so maybe later :))

@All, thanks for the comments so far :D
GetFun
01. May 2013 路 11:52 UTC
This was the best game I have tried so far. gratz =)
Thijsku
01. May 2013 路 16:00 UTC
I love parkour in games! Gameplay and graphics are great! :) Good job.
Atridas
01. May 2013 路 16:29 UTC
Awsome game overall. Graphics & sound work together to create the Theme of the game. Very tought (or may I say "challenging"?)
bbrown2
08. May 2013 路 20:16 UTC
I've definitely played this one more than any other in the competition. Very addictive; I had the high score for a while, but someone broke 1,000 today! It already feels like a complete game, but more would of course be welcome.
joe40001
08. May 2013 路 23:38 UTC
Truly great game, perfect art, solid fun gameplay.
4 suggestions:
1. Find an artistic way to reduce pop-up, maybe an interestingly textured plane that hides the non-loaded section that flies back once they are loaded.

2. Somehow procedurally generate the areas or add tons more options for sub areas and then pair them with different "backgrounds"

3. Add some audio or visual HUD clue to tell the player when the blocks falling behind them are close or not. A hud graphic that gets less transparent or a simple audio noise (like a hiss) that gets louder as the falling platforms approach.

4. Put on a site like Kongregate, add high-score submission, and watch the plays skyrocket. :)
馃帳 Siewart
09. May 2013 路 21:19 UTC
Good news.
We've decided to make a post-jam version (and add update to it later):

1. Lots of bug fixes, as reported.
2. Updated obstacles. (Better flow)
3. Additional obstacles.
4. Updated graphics.
5. Updated performance (reduced draw calls)
6. Kongregate version. (To save bandwidth)
7. Options: Sensitivity, Invert Axis etc.

Possible additions:
5. Difficulty scaling
6. Better visual/aural indicators (Is the world falling apart? How far from the ledge am I? etc.)
7. Pickups
8. Better music
9. Updated Tutorial
Xanjos
11. May 2013 路 14:48 UTC
I liked the visual style and the procedural level creation was very cool.
GranaDa
13. May 2013 路 21:02 UTC
Really nice entry! This game deserves more development for a proper full fledged release :) Too much fun, thank you!