STL RNNR by Siewart
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)
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)
| Windows | http://ld26.siewart.nl/Windows.zip |
| OS/X | http://ld26.siewart.nl/MacOSX.zip |
| WebPlayer | http://ld26.siewart.nl |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10724 |
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 |
"people with normal sensitivity settings"
and
"people with low patience"
-Siewart
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! ;)
Good job.
Looking interesting =)
Liked neon design ^_^
@All, thanks for the comments so far :D
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. :)
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