D4RK and the Small Worlds by abhimonk
Someone has turned the planets small. It's up to a young boy named D4RK to fix everything.
Sidenote; if you get to the elevator, KEEP GOING! You're almost at the boss!!!
IMPORTANT NOTE: Only keyboard controls are explained in game. If you are using a controller then keep reading.
CONTROLS: (Keyboard & PS4 Controller. Not sure how Xbox controller maps, so if it doesn't work right, you'll have to use keyboard)
Arrow keys to move (Left stick PS4)
Up arrow to jump (X Button PS4)
Q to dash (Left Trigger PS4)
W to attack (Square Button PS4)
Down arrow to advance dialogue (X or Circle Button PS4)
If you are using an Xbox controller and have issues, please let me know. I'm not sure how the buttons on my ps4 controller will map to the xbox controller.
My second Ludum Dare game. I think this one came out a lot better than my last.
Final note: If you make it to the end of the game, I love you. If you try the game and give up, I still love you. You have no idea how much it means to me that you are playing this game.

Links
- *WINDOWS BUILD: * https://drive.google.com/file/d/0Bz_If3kWMrk3S3o0STcwM2s0M3M/view?usp=sharing
- MAC BUILD: https://drive.google.com/file/d/0Bz_If3kWMrk3Q2FtTW0xRUZXTlE/view?usp=sharing
- SOURCE CODE: https://drive.google.com/file/d/0Bz_If3kWMrk3NHR6ZTV1cEtjTWc/view?usp=sharing
- *TWITTER: * https://twitter.com/abhisundu
- *SoundCloud: * https://soundcloud.com/abhisundu
Ratings
| Overall | 134th | 3.674⭐ | 45🧑⚖️ |
| Fun | 169th | 3.442⭐ | 45🧑⚖️ |
| Innovation | 437th | 2.605⭐ | 45🧑⚖️ |
| Theme | 281th | 3.364⭐ | 46🧑⚖️ |
| Graphics | 355th | 2.977⭐ | 45🧑⚖️ |
| Audio | 60th | 3.744⭐ | 45🧑⚖️ |
| Humor | 72th | 3.488⭐ | 45🧑⚖️ |
| Mood | 172th | 3.375⭐ | 42🧑⚖️ |
| Given | 39🗳️ | 62🗨️ |
And yeah the theme is obviously placed as a joke, but it's funny!:grin:
Next is the wall jump, generally it's good to give some "push off" velocity when someone wall jumps, especially when your intention is that they jump off the wall opposite to gain height. Without that the game feel kinda suffers unless it was explicitly your intent.
As for the implementation of the theme... well honestly last LD I ended up not submitting anything because I wasn't happy with the theme, so I know how bad it can suck when you can't think of a good game around the theme, but at the same time I'd rather you just ignore the theme entirely and do a game you care about then kinda just shove it in there.
Thanks for the game <3
The platforming was really good, with the exception of wall jump being a little bit clunky.
Overall really good job and really fun to play with it. Good luck !!!
(BTW on XB1 controller, the dash was the only problem being on the Select button LoL)
Edit: Forgot to mention the excellent music!
Also, there's no reason not restore health when passing a checkpoint (since you restore health when you die), but that's a minor complaint.
The music, was really really nice. SFX were pretty good too.
With a keyboard, the game is really hard, but it's the platformer style that want that. The moons are also easier to avoid than to fight, that is maybe a problem.
Very impressive for a compo game! Good job!
To be a little more specific, it seemed like you were aiming for a platforming game when you introduced both dashing and walljumping at the beginning, but those mechanics (especially walljumping) weren't really used that much in the part before the elevator/boss, as I made it through mostly just by walking and normally jumping. I would have enjoyed it even more if you put in gradually more challenging platforming sections so there's not as much of a difficulty leap, or if the whole game was just bosses.
The story was pretty silly, especially with the repeated emphasis of "SMALL WORLD", but I did laugh at points, especially the confrontation at the very end.
A few nitpicks: using up to jump felt a little weird, and I would have liked some audio feedback for walljumping and for passing through a checkpoint (also as the above comment says, I didn't see any reason to not restore your health at checkpoints).
The sound/music is really really good. Where can I download the soundtrack? ;)
Overall, really impressive job!
Did have some issues with the control scheme (playing with keyboard). The wall jumping, in particular, seemed to be a hit and miss a lot of the time. I also had a slight freeze every now and then while playing... don't know why that was.
Keep up the good work.
The animations of the main character were really good! Also the music is super sweet and the enemies are really different from each other.
Just a small idea, I would try to align the tiles via vertex-clipping. Atm the world feels kind of "icky" for me, because the tiles/pieces are very random placed. I hope you get what I mean :D
Great job anyways! Cool game :)
Other than that, I loved the game. The music was fantastic, the graphics were excellent and the humor came through really well. Your take on the theme was quite funny.
I got pretty frustrated with it as I was playing, the difficulty might be a bit too hard for me to get into (Which is saying something, I genuinely like hard games). The block placement is super imprecise, I might recommend you look at a tileset solution (Or maybe ProGrids if you're in Unity, which I don't remember if you are or not. I have a migraine from another game I played).
Maybe should you down the sound when you've been hurt (or maybe I need to play better and not beeing hit ^^).
Very very good entry! (The graphics are not the best but the game are very great). Good job!!!
### Pros:
+ Wall Jump
+ Meelee Attack
+ Dashing mechanics (<~ this adds a lot to your game)
+ Slightly funny plot
+ Fast-paced
+ Skill based
+ Good animations (sometimes - e.g.: laser beams)
### Cons:
+ Some hitbox (glitches usually the floor)
+ Kinda glitchy wall jump mechanics
+ Requires too much precise frame timing. Maybe add a small tolerance to still wall jump after leaving wall, like 5 frames or something like that?
+ Art communication critical issues
+ Could maybe have a double jump? Idk, this is more like a suggestion.
Please notice I am a hardcore old school gamer, that means I don't think your game is too hard, but by the feedback in my game I bet people here are complaining about difficulty too. I won't do that. I had to die some times to kill Saturn and to pass the elevator, but **that is expected, that is part of game**. What cannot happen though is that I died due to **game flaws**, which I detail next.
Given that, your game suffers (as almost Jam game do, specially Compo games) from some serious problem with art, please read this until the end. When I say the art is bad, I am not talking about photorealism skills, I am talking about **COMUNICATION SKILLS**, your art must **BE CLEAR**, must inform **without a single sign of doubt** what is going on, and that is not the case. Your design choice is that everything in game is black, that means either the silhouette **is perfect clear water** or you need to add some **value changes**. See examples below:
+ Saturn missiles are hidden by Saturn himself
+ Moon wave attacks are hidden by the moons
+ Important attacks (Saturn and Moons) have no anticipation (but the laser beams do).
+ Enemy attacks require anticipation so the player can react. It doesn't need to be a lot of time, but some visual clue must be given. The more powerful the attack is, the bigger the anticipation is, as the attack is "building energy on cast" and the attack is stronger and the punishment is higher (yes, art relates to game balance). See this short video about **Anticipation from Disney's 12 principles of animation**: https://www.youtube.com/watch?v=F8OtE60T8yU
###### One more thing: add "Hey, listen" to Earth, lel
******
### Edit
I want to add more details to this comment about *Anticipation*.
Please notice the reference above is for **FILM** industry, and this is the **GAME** industry. So adaptations must be stated.
In film industry you just watch and chill passively the final product. Well, for games you don't. Games build tension and release it constantly, create strong feelings and addictive focus. Too much anticipation is ok in films, but that doesn't hold for games as anticipation make games **EASIER**. Therefore, the principle of Anticipation must work together with principle of **Timing**:
+ Two much anticipation will make your game **easy**, **boring** and **childish** (like "Kirby's Epic Yarn")
+ Lack of it (what you did) will make your game really hard like "I wanna be the guy" and will attract only niche public that want to test their abilities **TO THE LIMIT**.
Also player attack anticipation is not always required, because anticipated attacks are **WEAKER**, casting time is a **NERF**. So usually players don't like to have **their** skills anticipated, but like to have **enemy** skills anticipated, as non-anticipated skills are more **responsive**.
A good anticipation time for simple skills could be 1~2 frames for instance. A mega strong boss attack anticipation could be between 2~4 frames. These values must be tweeked and could also be defined in time units within code instead of being defined by the artist through addition of similar animation frames.
So much works for a compo game, good job !
I totally understand what you mean about the art being "bad" in the sense that it doesn't clearly communicate to the player what is about to happen. A game could be made in MS paint but it could still have really well-communicated art if everything is telegraphed and teaches the player how to react. I definitely need to improve in that respect.
The Saturn bullets being hidden by the boss is the biggest offender of this. Outlining the attacks with white, or even just using different shade (maybe a lighter grey) would have made this much clearer. I think the moon's attacks being obscured wasn't AS big of an issue, just because of how predictably the moons behave (attack, dash to side of player, delay, attack), but it's still pretty inexcusable for an attack to be hidden by the enemy like that.
The impreciseness of the wall jumping is something pretty much everyone (myself included) noticed. To be honest I wish I had just removed it, since it came out very clunky and it was only really required twice in the entire game. I wish I had focused less on the platforming and more on combat overall.
Thanks for the video link too, although I've seen it before, I definitely should have implemented anticipation for the more impactful attacks. I believe the moons are a bigger offender in this specific category, since the missiles come out really quickly and don't really have a delay or animation on spawn.
Out of curiosity, did you kill Saturn before it used its sword attack? A lot of players who get past Saturn do so before he even uses his Sword attacks. I'm curious about what you thought of that specific attack, since it has a pretty huge windup but also takes up the entire floor of the stage, so I'm not 100% sure if it's as balanced as I wanted it to be.
Great feedback, thanks for taking such an interest. I really appreciate everything you said.
All in all a nice platformer with good animations. I really like the fact, that you have included some music and sound. Only problem I had is, that I think those moons have annoyingly much health. They should have died after three hit allready. It kind of angered me, that I had to back off after the first three hits, to dodge their attacks before finishing them off.
Anyway, a nice game that you made.
I did try to use my Xbox controller to see if it made it any easier, but dash is the back button which was very awkward so I went back to using keyboard.
This was a very fun game overall.
SPOILER WARNING:
I am never trusting Pluto again!
i loved how simple the graphics were, and the humor in it, it is a really nice try.
the movement was so smooth which worked great for the game.
the hardest part about it, is probably the wall climibing, that thing is just really hard
at least i did find it hard.also nice job with the save check points
without them, i don't think i would have progressed at all in the game.
great work.
and, what a cute little earth we got over there :)
Yes, I've killed Saturn before that attack, I didn't even know it existed actually. In that case I'll try it later as I am really curious about this apocalyptic attack. I actually wasn't expecting time-based pattern, instead I thought it was life-based.
And the desperation to kill it before you get some **"SURPRISE, M@$#%*& TOUHOU PROJECT MISSILE-BEAM COMBOS!"** is real, LEL :rofl:
Oh, and by the way I am adding more details to my previous comment.
I found the graphics a bit inconsistent between awesome pixel art on the one hand and sketchy mixed resolutions on the other hand. The fact that the terrain sometimes was a single pixel off (not game resolution but screen resolution), is a huge no-go for me. That being said, I found the animations to be outstanding! The attack and dash animations were awesome, especially for a low-res two color game like yours.
The earth trailing you, rotating beautifully was another cool idea, although I wish there would have been more of a chemistry between the two characters with some snide remarks and quibbling. While I really enjoyed the unique and fresh backstory with its plot twist at the end, I didn't much care for the humor, which was a bit repetitive, except the very cool joke in the end which actually made me laugh out loud.
Control-wise my experience is that an arcady game like yours should never assign up to jump. If you didn't want attack, jump and dash tied to the left hand, I think down for dash would have been more acceptable than up for jump. Also down for continuing the text didn't work for me. Attack would have felt much more natural for that.
The difficulty ramp-up was very good, with some more challenges towards the end, like the elevator and the really tough and rewarding boss fight. I think the game could have done without perma-death enemies on continue, which took the challenge out too much. For the boss, I think it would have been a bit fairer if the bombs didn't sometimes appear behind it (black on black), which sometimes caused you to jump right into them when you attacked the boss. After learning the patterns it was a manageable fight that rewarded observation and perseverance. Did I say I loved the boss's soundtrack?
So all in all I found it to be an awesome experience with some minor flaws and overall one of the best games of all 45 games I have rated so far.
I actually was working on a speech-bubble thing with earth and the main character. It was going to be triggered as you went through the levels. It was supposed to add some banter between the two of them, but I couldn't get it working in time, so I scrapped it. That would definitely be a nice addition later on.
Glad you liked the attack and dash animations! The dash is actually just spawning copies of the player's sprite that decrease in alpha over time and then destroy themselves, so I didn't have to do any animating for that!
As for pixel-inconsistencies in the level design, my bad! I rushed a lot of the level making, since I spent most of the time on the base-system (animations, and mechanics coding).
I made the music using LMMS. I've never used Fasttracker before, but from what I've seen, it looks kind of similar to LMMS.
Thanks for playing and thanks for the helpful feedback! I really love when people are interested enough to give such detailed feedback.