Amass a Fleet by Isle 3 Studios
We wanted to combine a 2D platformer with an RTS. We run out of time to add sound effects or music, and there are bugs. This was our first time doing a game jam. We had alot of fun doing this one, can't wait for the next.



Controls
Xbox 360 Controller:
Move: Left Stick, D-pad, Right Stick
Jump: A
Keyboad:
Move: WASD, Arrow Keys
Jump: Space
Web Version:
F: Toggle fullscreen
| HTML5 (web) | http://assets.isle3studios.com/games/amass_wasm/amass.html |
| Windows | http://assets.isle3studios.com/games/amass.zip |
| Original URL | https://ldjam.com/events/ludum-dare/41/amass-a-fleet |
Ratings
| Overall | 1036th | 2.933⭐ | 32🧑⚖️ |
| Fun | 1008th | 2.783⭐ | 32🧑⚖️ |
| Innovation | 717th | 3.2⭐ | 32🧑⚖️ |
| Theme | 847th | 3.217⭐ | 32🧑⚖️ |
| Graphics | 276th | 3.983⭐ | 32🧑⚖️ |
| Audio | 762th | 1.682⭐ | 24🧑⚖️ |
| Humor | 989th | 1.833⭐ | 29🧑⚖️ |
| Mood | 760th | 3.071⭐ | 30🧑⚖️ |
| Given | 52🗳️ | 1🗨️ |
Every platform is technically reachable, and every projectile evadable, but, gee, has anyone ever beaten the game? Is there even an end? How frustrating.
After overcoming the near-impossible platforms, you have to deal with the fire from above. Eventually, there is a stalemate. Despite outnumbering the enemy 5:1, it is just waaay too difficult to break through. Some instructions would have helped too. WASD and Space are simple enough to figure out, but I couldn't find a way to fire the player's gun, so I assume there is no way.
Albeit, 80 painstaking attempts are still 80 attempts -- the game is quite fun. As has already been mentioned, the game's visuals are spectacular, and the game is quite engaging indeed. It seems futile to try to win, but one tries anyway. Well done.
The fact that the enemy ships appears randomly add even more chaos. Sometime you go through some part easily, with only one enemy ship quickly dispatched by yours. And sometime you have three overlapping ships throwing a wall of bombs... And often you have to move forward without knowing what awaits you after a tricky platforming sequence.
Avoiding bombs is a pain too. If you are on the ground it is quite easy: you can move left and right and with good timing there is no problem. But narrow platforms, or moving platforms are a real issue. You can try to jump above bombs, but the very fast vertical speed makes it really hard. A bit more work on the physics of the player would have helped. Also I will recycle an advice that someone gave me in a previous LD for a platform game: avoid tall characters, it makes jumping with obstacle at the level of the characters head and dodging more difficult.
So the result is quite frustrating. It happens on a game jam, you can't always predict how things will turn. But I think you could have mitigated the issues. More frequent checkpoints would have allowed the player to progress, even if only by luck. In the current version, it is just too hard and I gave up in the part where platforms are 1 tile wide because I was making no progress.
Maybe some option to ask the ships to go forward to clear the path would be nice. With some cooldown it would have added some strategy and at the same time given some time for the player to do the platform parts. You already have a good logic for ship movements, so I guess it should not be too hard to implement.
So in the end I'm a bit sad because the realization is quite good, but the gameplay don't really works. I'm pretty sure you will do better next time. :)
ship and character design was good C:
I found the jumping to be a bit clunky, it was very hard to match it to the size of the platforms and to land on a moving platform which unfortunately made me spend more time looking at the platform's pixels to land on it then to enjoy the overall atmosphere of the game.
But it's still a great attempt set in the right direction and I hope that someday I will be able to play the full version :)
If you could do me a favor of rating my mess of a game that would be awesome :))
https://ldjam.com/events/ludum-dare/41/sam
I really liked the graphics!!
You are essentially correct about the jump logic.
We discovered this as well, but we found it fun and intentionally left it in.
In the future we may add animation to make it seem more plausible.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
Likes others have said, the movement/jumping could do with a bit of tweaking and some more RTS controls would be nice too.