Tiny Quest by Kvisle
!NOTE! - The game works in wine if you don't want to build the Linux-version, or are using a platform without a port (but with wine)
!!NOTE!! As of 2012-04-24 23:55 CEST, there is a Mac OS X application bundle. Link added. (This is a pure port with no enhancements, and should qualify for rating according to the rules of porting)
Known problems with the game (This list is written after all the feedback I've gotten ;)):
* Jumping is kind of awkward, especially easy to notice at a later point in the game (This is my number one regret - I should have fixed this :()
* There is a minor issue with the bounding box of the character, where he can get stuck on a ledge - you only have to jump to get down.
* Sometimes the blobs will fly away on their own when you enter the screen.
* Due to the way I implemented gravity, you can get damaged for the wrong reason when standing on a platform near a flame.
The game is attempting to clone the look and feel of the old Nintendo Game Boy,
as that was apparently what I felt like doing this time.
How to play:
* Arrow keys or a/d moves the player sideways.
* Space makes your character jump.
* Space while jumping makes your character jump higher, aka. a double jump - if you have the necessary artifact. (The game will clearly tell you when you have it).
The game can be completed.
The Linux-version is the source-version in a tarball, build instructions inside README. (It's quite simple, you just have to make sure that the dependencies is in place)
If something does not work as it should, please contact me on twitter, mail or
IRC.
http://twitter.com/kvisle
trygve.vea@gmail.com
irc://irc.freenode.org/, kvisle
!!NOTE!! As of 2012-04-24 23:55 CEST, there is a Mac OS X application bundle. Link added. (This is a pure port with no enhancements, and should qualify for rating according to the rules of porting)
Known problems with the game (This list is written after all the feedback I've gotten ;)):
* Jumping is kind of awkward, especially easy to notice at a later point in the game (This is my number one regret - I should have fixed this :()
* There is a minor issue with the bounding box of the character, where he can get stuck on a ledge - you only have to jump to get down.
* Sometimes the blobs will fly away on their own when you enter the screen.
* Due to the way I implemented gravity, you can get damaged for the wrong reason when standing on a platform near a flame.
The game is attempting to clone the look and feel of the old Nintendo Game Boy,
as that was apparently what I felt like doing this time.
How to play:
* Arrow keys or a/d moves the player sideways.
* Space makes your character jump.
* Space while jumping makes your character jump higher, aka. a double jump - if you have the necessary artifact. (The game will clearly tell you when you have it).
The game can be completed.
The Linux-version is the source-version in a tarball, build instructions inside README. (It's quite simple, you just have to make sure that the dependencies is in place)
If something does not work as it should, please contact me on twitter, mail or
IRC.
http://twitter.com/kvisle
trygve.vea@gmail.com
irc://irc.freenode.org/, kvisle
| Windows (win32, static) | http://dl.dropbox.com/u/1287557/ld23.zip |
| Linux (gz, src) | https://github.com/kvisle/ld23/tarball/ld23compo |
| Mac OS X (Leopard+) | http://dl.dropbox.com/u/1287557/ld23.macosx.zip |
| Source (zip, src) | https://github.com/kvisle/ld23/zipball/ld23compo |
| Timelapse | http://www.youtube.com/watch?v=_xDay5gnObM |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3818 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.33 | 223 |
| Audio | 2.53 | 410 |
| Fun | 3.18 | 232 |
| Graphics | 3.98 | 74 |
| Humor | 2.31 | 381 |
| Innovation | 2.07 | 794 |
| Mood | 3.13 | 187 |
| Theme | 2.40 | 723 |
Nice solid little game. I liked the pixel grid filter.
I thought double jumping was hard due to the physics (you start going down as soon as you release spacebar, making you double press really fast).
It's cool but the jumping is frustrating, the physics feel like i'm wearing ridiculously powerful rocket boots on a planet with super high gravity, the double jump was very hard to time as even double tapping the bar by the time you get the second jump you're almost on the ground again. Overall good though.
Gameboy-retro graphics and characters were charming!
I notice that you get stuck on pointy corners easily. Other than that, this is fantastic. was super easy to build too:
./autogen.sh
./configure
make
<3
I had a good time playing, but the boss didn't appear for me, which was weird.
I really regret that I didn't go around and fix the jumping mechanic, as it "makes or break" the game. I hope to implement an enhanced version later, just to show people what I wanted my compo entry to be like.
The only bad thing I can say is that I wish the jumping were smoother. But really, it's not unplayable as is! Good job!
I managed to beat the game but the last part with the magical looking toad was by far the most fun because it had the most gameplay and not just finding a key, opening a door, walking some more. It posed a challenge of death and a goal of winning.
I hope you expand on it!
Graphics are perfect, loving the retro looking games for this LD. Enoyed the audio as well, and especially the sound and look of the little fire breathing enemies. Well done :)
Good game anyway!
Now I have no kernels left ;_;
:)
The gameplay was alright, too.
The jump is a bit awkward, but the rest is well done.
I mostly liked the game boy graphics.
I think you should change the jump physics and work a little more in level design.
I felt like the worms were unsatisfying as enemies. The little dinosaur dudes were very satisfying as enemies.
The only problem I had with the game was the jump "feel", it didn't feel quite natural somehow. The double jump *was* a bit glitchy but that didn't really seem like a problem, that was just a timing issue.
I think this is the only LD game I've ever seen with a boss fight, so good job on that.