Super Neo Tektropolis by vidarn
Super Neo Tektropolis is a "Score Attack" platformer with randomly generated levels.
Collect orbs to increase your score and try to avoid getting killed ;)
The levels are endless and the only "goal" is to get the highest score possible.
Your score is displayed in the upper left corner of the screen (the numbers are pretty small)
Controls:
A,S - move
J - jump
K (Hold) - fire beam
Linux users that doesn't have Box2d and SFML2 installed can run the shell script run.sh to start the game.
Collect orbs to increase your score and try to avoid getting killed ;)
The levels are endless and the only "goal" is to get the highest score possible.
Your score is displayed in the upper left corner of the screen (the numbers are pretty small)
Controls:
A,S - move
J - jump
K (Hold) - fire beam
Linux users that doesn't have Box2d and SFML2 installed can run the shell script run.sh to start the game.
| Windows | http://bit.ly/11ONTq7 |
| Linux 32 bit | http://bit.ly/11QNMu5 |
| Linux 64 bit | http://bit.ly/11x3fh8 |
| Source | https://github.com/vidarn/super-neo-tektropolis |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=126 |
Ratings
| Coolness | 49% | 1236 |
| Overall | 2.73 | 1006 |
| Fun | 2.41 | 1048 |
| Graphics | 4.00 | 81 |
| Innovation | 2.14 | 1188 |
| Mood | 2.96 | 498 |
| Theme | 2.55 | 1263 |
The graphics are really amazing, probably the best that I have seen so far in this competition.
nice job
the level generation never trapped me or anything, but i'd sometimes wander into hot spots of enemies or points. the attack was really cumbersome compared to how easy it was to just dodge, to the point that it was rarely useful. maybe if dead enemies dropped points it would work better.
i guess most of that wouldn't apply if it was finished though...
and yeah the graphics were really good, and it felt great to laser things. sorry about all the text.
So pretty solid art and code!
As for the gameplay, the game controls well, but jumping was marred by platform positioning. The view should be wider around the character in order to avoid cheap deaths, which occurred a lot. Or maybe allow the player to look up and down beyond the camera's current position as some other platformers do.
The action is sort of eventless, as orbs where scarcely available (my best score so far is 1880, if I recall right, and that equals just 4 or 5 orbs), and it mostly boiled down to "jump blindly - die" or "get shot by an off-screen enemy".
Finally, I found the controls to be all over the place. It's stated on the description that 'S' moves your character right, but it's 'D' that moves you right. And having to press Enter to restart the game felt forced and unintuitive.
I see a lot of potential in the idea, especially concerning the visual design. But making the level design random plays against it; I'd rather play levels handcrafted, with a strong sense of purpose or narrative.
Definitely one game I'd like to play a post-compo version of, and one to follow down the road if you get it developed further.