Ydunn by Randomasta

[raw]
made by Randomasta for LD22 (COMPO)
140% unfinished. Story is super rushed and the gameplay is a super lame excuse for a game. And a few glitches, too. But I hope you still find it interesting, though :D.

Controls:
Left/Right Arrow - move
Z - jump
X - action button / power mode (in combat)

Ratings

Coolness 100% 1
Overall 2.67 349
Audio 3.08 99
Community 2.65 273
Fun 1.95 516
Graphics 3.64 74
Humor 1.46 497
Innovation 2.09 473
Mood 3.29 89
Theme 3.09 193

Feedback

Hempuli
19. Dec 2011 · 05:56 UTC
Uhm... I'm quite sure that I encountered a bug - in the room with the 4 white guys who turn hostile, I kept trying to jump over them (x did nothing), until suddenly I teleported back to the beginning, after which they no longer became hostile and I was able to finish the game.
TeamEpsilon
19. Dec 2011 · 08:50 UTC
@Hempuli That is you "dying" or whatever... I finished it and I liked it alot!
cakemonitor
19. Dec 2011 · 10:57 UTC
Matches the theme really nicely, the graphics are impressive and the music is nice too so it makes for a good 'mood' score. However, the game's a bit short and needs a bit of polish to get the 'fun' score up higher. Still, nice work overall!
triplefox
19. Dec 2011 · 12:41 UTC
You should finish this properly when you get time. It shows promise!
Ralkarin
20. Dec 2011 · 04:53 UTC
Great visual theme. Felt more like an interactive story though, I wanted more gameplay or puzzles. Definitely something you should keep pursuing. Nice job!
Beerman
20. Dec 2011 · 14:36 UTC
Looks great, and the music fits the mood nicely. Just needs a bunch more 'game' in there and you'd have something pretty cool.
kato9
20. Dec 2011 · 20:18 UTC
Cool visuals and intriguing start but I also had to much trouble with the section where the statues come to life. The hit detection seems very unforgiving to me, and after 10 or so tries I just had to give up.
iansnyder
20. Dec 2011 · 23:08 UTC
I love the visual style you've got going with this :)
🎤 Randomasta
21. Dec 2011 · 07:51 UTC
Thanks for the comments guys!
@hempuli, kato : in that stage holding 'x'should make you able to destroy the black guys just by touching them. Maybe there's a bug, I don't know :S

I do plan to develop this game further, but I'm still thinking about a proper gameplay mechanic :)
TaintedFork
21. Dec 2011 · 19:25 UTC
The visuals and music you have a stellar and really add to the experience.

But, as others have said, two rooms is too short. This should be expanded upon and made until a full game.
zazery
22. Dec 2011 · 00:37 UTC
I wish you had time for more content. I especially liked the music.
dr_soda
23. Dec 2011 · 02:22 UTC
Indeed, the graphics are really nice, and the music matches and enhances everything about the scene, but the gameplay and the length really hurt the package. I think you should keep hammering away at this because it's got great potential if you can work through the mechanical oddities.
Cosr
23. Dec 2011 · 05:11 UTC
That was really nice for what it was. What it was being really short.

The graphics were pleasing and the presence of music was a nice touch that added a bit to the atmosphere of the game. It's always nice when someone finds time to add some nice sound to an entry.

It took me a while to figure out that I could use the power of heart to defeat the enemies in the second room. Before then I kept trying to jump over them, and found that the respawning after death was a bit too sudden. It also felt like the collisions between the player and the enemies was a bit too unforgiving, but that feeling could just be a consequence of the sudden respawns.
Tom 7
29. Dec 2011 · 03:14 UTC
I liked this graphical style and the music a lot. I couldn't jump over those damn guys but at least after I mysteriously warped back to the beginning I could just walk by them. :)
SonnyBone
29. Dec 2011 · 18:50 UTC
I had no idea what was going on, but it was interesting. Very short, though. The part with the white-to-black guys is very confusing.
Shigor
05. Jan 2012 · 02:17 UTC
Kinda confusing, I had no idea what's going on in the second room... and it's too short even for LD entry.
I liked visuals, it created nice mood together with simple music in the background.
BTW almost raqequit in the first screen since I fell from the last platform and had to watch slow the "cutscene" again...
It shows promise, too bad you ended with "140% unfinished"
ladron
06. Jan 2012 · 01:57 UTC
Definitely a good start, with a strong, consistent style. I'd like to see more!
Kelly Thomas
08. Jan 2012 · 02:54 UTC
beautiful
Make A Game
08. Jan 2012 · 04:09 UTC
Nice art style and bittersweet story. The apple was nonsense though. You should also have stated that there's no actual combat in the game, just that you need to keep X pressed to shield up and kill the enemies. Shame it's terribly short.
Aaron
08. Jan 2012 · 06:07 UTC
Gorgeous to both the eyes and ears, but the narrative is beyond my understanding (infamous 4 guys, shield, apples?). On top of the confusing shield (puzzle?), be careful with your cutscenes; add some more feedback that it's happening. I was often confused why the character stopped moving only to realize it was a cutscene.

I'm sad that the experience didn't develop as far as you wanted, since I would have really enjoyed platforming to such a lovely background. I hope you learned a lot more about platforming though, had fun, and I wish you the best of luck finishing everything you wanted with the next dare (4th is always the charm), because I definitely want to see a full polished game from somebody of your talents. :) Solid, moody entry nevertheless.
Andrew
08. Jan 2012 · 15:06 UTC
A bit too short, and I'm not sure why the force field thing killed the bad guys or how, maybe that's the point.
bach
09. Jan 2012 · 21:46 UTC
Cool stuff. Short but eh, it's sweet :) Lovely artwork you got going there. Love the green vibe. Keep working on this please!
digital_sorceress
10. Jan 2012 · 00:58 UTC
Really nice!

It's Creative to the point of almost feeling like a dream. And in my opinion, that's like the holy grail of entertainment. :)

I especially like how each screen has different gameplay. That makes it feel progressive and transient in the way that dreams are.

I'd love to see a longer game made in this style. Top marks.