Egglins Attack by Sandcrawler
The Post-compo version skips over the tutorial to avoid a bug with the minimap, and removes my bad attempt at music. There are no additional changes.
Built in Contruct, inside the Windows download is the source .cap file. The exe should run in WINE with DirectX installed...
If requested/needed I can upload additional source file, was going to then I noticed the ziped folder was 181mb
Known Bugs:
-Minimap doesn't render any circular object correctly
-If you open the minimap in the tutorial, when you attempt to open it in the first level the game will crash
-Player can glitch through walls
-Music doesn't loop properly
Controls:
-Left Click (and hold) to send out Blue teleporter
-Right Click (and hold) to send out Red teleporer
-WASD to move
-Q to use Blue Teleporter
-E to use Red Teleporter
-F to open map
-Esc to open Menu
-P to mute music/sounds
-O to resume music/sounds
Built in Contruct, inside the Windows download is the source .cap file. The exe should run in WINE with DirectX installed...
If requested/needed I can upload additional source file, was going to then I noticed the ziped folder was 181mb
Known Bugs:
-Minimap doesn't render any circular object correctly
-If you open the minimap in the tutorial, when you attempt to open it in the first level the game will crash
-Player can glitch through walls
-Music doesn't loop properly
Controls:
-Left Click (and hold) to send out Blue teleporter
-Right Click (and hold) to send out Red teleporer
-WASD to move
-Q to use Blue Teleporter
-E to use Red Teleporter
-F to open map
-Esc to open Menu
-P to mute music/sounds
-O to resume music/sounds
| Windows (Source Included) | http://sandcrawler.net/game/LD20/egglinsattack.zip |
| Postcompo Windows (No tutorials/music) | http://sandcrawler.net/game/LD20/egglinsattack-notutorial.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3966 |
Ratings
| Coolness | 13% | 41 |
| Overall | 2.27 | 240 |
| Audio | 1.93 | 191 |
| Community | 2.70 | 133 |
| Fun | 1.93 | 265 |
| Graphics | 2.27 | 234 |
| Humor | 2.00 | 206 |
| Innovation | 2.67 | 186 |
| Theme | 2.14 | 231 |
The minimap always crashes for me in the first level, regardless of whether I've used it in the tutorial. For that reason I didn't get past the first level.
The concept is OK although you seem to have shoe-horned it into the theme. There's some potential for interesting puzzles, although that potential didn't seem to be met (but perhaps I didn't get far enough through the game).
It's annoying that the teleporters move so slowly. It is rather boring to have to wait for them to gradually crawl towards their destination.
I liked the way that you integrated the tutorial text into the background of the first level - I think that worked well.
The minimap was nothing but problems form the start, and unknowingly (that is didn't work particularly well) I made the gameplay reliant on the minimap. It works fine when I launch the layout individually in Construct, but it seemed to have died a horrible death somewhere in the tutorial level. The screenshot is of the minimap in the second level.
On the teleporter speed, this is actually twice the speed that I started out with. I wanted them to gain speed overtime, and so they do. When I started adjusting it I couldn't think of a good way to increase the base speed, but not farther throw out the top speeds.
I think the tutorial is the most finished level, but Its also the one causing problems. So I uploaded a compiled version that skips over the tutorial, and removed the music.
On the gameplay mechanics I agree with Dan on the variation and possibilities, but I wouldn't really call it a problem if you didn't manage to put up some well-thought puzzles. In my experience puzzles require some degree of inspiration and if you're sweating just trying to get the work done in the allotted time frame I wouldn't worry too much about their immediate genius :)
However, the teleporters did move far too slowly, I think that too. You mentioned that you didn't have proper ways of doing its speed. Have you considered a reverse logarithmic movement scale, starting the teleporter at a high base speed that slows down as it comes farther away from the player? Hm... might cause problems if you rely on using the minimap to hit a target far away (more often than just in this copy), the problem would be no less than it is now.
It may sound like a bad patch, but I did actually like the player character's movements. They felt less strained than the teleporters, smooth and pleasant. It worked nice.
A final note on the graphics. I have a feeling they were rushed a bit. In particular it seems you used a lot of generating methods in your editor of choice. The smoke effects on the ground, the colour variations in poison pools and the HUD icons, they rarely work as well as intended. Personally I feel that a simple two-colour image made by hand has a far better effect than something calculated by the system :)
Regardless of the criticisms, you actually managed to make a complete game experience, something not all the entries can claim. Well done.
Okay, there's a lot of good ideas going on here, always make stuff happen too fast rather than too slower, most players will thank you for it.
Congrats on submitting!
The puzzles are not too bad. The one in the entryhall level, where you could move safely between circles of the same color, was nice, although the portals moved very slowly and that made it much harder than it looked to move between the different colored circles, which was a bit annoying.
It could use some more tweaking, but given it was made in 48h, that is to be expected.
Congrats on completing the LD!
Nice concept, sadly marred a bit by a few annoying things. The portals should start out faster. The slow start speed makes you wait and usually get run over by a Boxicon (or you need to keep pressed and run).
All has been said of the music ;)
I think everything else that needs to be said has been said ;-)...