Space Catacombs by The Walking Kiwi
Hey! Well, our fourth time participating in LD, we worked pretty hard and I think we improved compared to last time.
Anyways, Space Catacombs is a shoot em up, dungeon crawler we made from scratch, every part of it was done from nothing, including the music and art.
We obviously couldn't finish it and incorporate EVERYTHING we wanted to, but it really looks like a finished product (considering it was made for a jam).
The game has a total of three enemies, and infinite rooms that are generated with a code that takes how many enemies you've killed and makes a difficulty out of it (I'm sorry if it doesn't make sense). After every 10 rooms you have a special room that generates somthing a bit more challenging than usual (kinda like a miniboss). We also included some cool power ups!
But what does this have to do with shapeshifting? Well, the spaceship you pilot can change shape by collecting power ups (also color c:), and your playstyle changes with it.
We know there are some bugs (sometimes whith colisions, sometimes with power ups) and if you find any, please do tell since we plan on going on with this game up to a point where you can call it a full sized game.
So here is a small to do list so you get an idea of what we see as the potential of our game:
*Fixing bugs
*Make everything look pretty :3
+Adding a story mode
+Adding Bosses
+Adding Enemies
+Adding Shapes
+Adding Power Ups
+Making a cool logo
Controls:
W/A/S/D: Movement
J: Fire
Thanks for coming by, do comment and rate! Maybe we'll see your game in return.
Credits:
Game design:
Guillermo Zolessi
Camilo Gallardo
Ernesto Argenzio
Art:
Guillermo Zolessi
Code:
Guillermo Zolessi
Camilo Gallardo
Music:
Sebastián Casullo
Anyways, Space Catacombs is a shoot em up, dungeon crawler we made from scratch, every part of it was done from nothing, including the music and art.
We obviously couldn't finish it and incorporate EVERYTHING we wanted to, but it really looks like a finished product (considering it was made for a jam).
The game has a total of three enemies, and infinite rooms that are generated with a code that takes how many enemies you've killed and makes a difficulty out of it (I'm sorry if it doesn't make sense). After every 10 rooms you have a special room that generates somthing a bit more challenging than usual (kinda like a miniboss). We also included some cool power ups!
But what does this have to do with shapeshifting? Well, the spaceship you pilot can change shape by collecting power ups (also color c:), and your playstyle changes with it.
We know there are some bugs (sometimes whith colisions, sometimes with power ups) and if you find any, please do tell since we plan on going on with this game up to a point where you can call it a full sized game.
So here is a small to do list so you get an idea of what we see as the potential of our game:
*Fixing bugs
*Make everything look pretty :3
+Adding a story mode
+Adding Bosses
+Adding Enemies
+Adding Shapes
+Adding Power Ups
+Making a cool logo
Controls:
W/A/S/D: Movement
J: Fire
Thanks for coming by, do comment and rate! Maybe we'll see your game in return.
Credits:
Game design:
Guillermo Zolessi
Camilo Gallardo
Ernesto Argenzio
Art:
Guillermo Zolessi
Code:
Guillermo Zolessi
Camilo Gallardo
Music:
Sebastián Casullo
| Windows | https://www.mediafire.com/?c96picqthb3iy73 |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=44005 |
Ratings
| Coolness | 74% | 3 |
| Overall(Jam) | 2.95 | 817 |
| Audio(Jam) | 3.05 | 445 |
| Fun(Jam) | 2.68 | 876 |
| Graphics(Jam) | 2.95 | 766 |
| Humor(Jam) | 2.13 | 686 |
| Innovation(Jam) | 2.49 | 945 |
| Mood(Jam) | 2.65 | 849 |
| Theme(Jam) | 2.49 | 1017 |
It could be cool not to force the fullscreen in my opinion.
Maybe the game is a bit too hard tho ^^
The controls were a bit difficult, especially since you could only shoot forward. Without the "smoothing" of the turning it would perhaps been better.
I felt like the game was mostly getting lucky and taking out as much as possible when you enter a new room, since u have a grand opportunity then because they are all clumped up.
I actually preferred flying/moving backwards and shooting (rather than forward)! :)
I'm not sure but it looked to me like the enemies could kill each other? Something made the death sound when i wasnt shooting atleast!
Great work guys! :D
It does look like a finished product, but I have some suggestions:
1) It is fine to have momentum on the movement (having the ship slowly stopping after the player releases the key), but momentum on the angle is just strange. It is very hard to get to the angle I want because I have to time the release of the turning key and consider the angular momentum.
2) More than once I've unconsciously "interpreted" the ship backwards, as if the back were the front. That might just be me, though.
Thanks for rating my game! I've found and fixed some bugs that might've lead to crashes before, so you can try it again if you want to! Regardless, thank you for the feedback, and good luck with the game! :)