Socketbound by Wekaj

[raw]
made by Wekaj for LD 39 (COMPO)

screen1.png

[Controls] - Arrow keys - move your robot. (DOUBLE TAP TO DASH) - Z - attack with your energy sword.

[About]

Navigate your robot through perilous, trap-filled ruins, with only a back-up battery to power it. Swinging your energy sword, dashing, and taking damage will all consume power from your already-limited power supply, so make sure to use this resource wisely between charging stations.

Unfortunately, I didn't have enough time to implement everything I had planned for this game due to work. There are also still some minor bugs present. I am pretty happy with what I created, regardless.

Made with: - C# (Visual Studio 2017) - SFML.Net - Aseprite - Bfxr

PS: There are three hidden data caches in the game that you can go out of your way to find. They are purely collectibles. Let me know how many you managed to collect!

Ratings

Overall 311th 3.35⭐ 22🧑‍⚖️
Fun 515th 2.762⭐ 23🧑‍⚖️
Innovation 513th 2.667⭐ 23🧑‍⚖️
Theme 351th 3.476⭐ 23🧑‍⚖️
Graphics 34th 4.227⭐ 24🧑‍⚖️
Mood 231th 3.2⭐ 22🧑‍⚖️
Given 23🗳️ 6🗨️

Feedback

egordorichev
31. Jul 2017 · 12:42 UTC
Nice game :D Really love graphics component!
LittleLegend
31. Jul 2017 · 12:48 UTC
I like the game ! Cool GB Graphics and neat Gameplay. Only thing: I know its supposed to be that way, but the charackter walks too slow even with the dash...
Falk Bruskeland
31. Jul 2017 · 12:51 UTC
Hey! I started the game and then pressed 'Z' and it crashed :/ Could you fix it? The game looks great, though
🎤 Wekaj
31. Jul 2017 · 12:58 UTC
Damn, did it really? I have no idea what could have caused that, though I'm looking now. I probably should have included some sort of error message logging...
🎤 Wekaj
31. Jul 2017 · 13:15 UTC
Hey, I can't find what could be causing the problem, so I've made the application spit out a log file when it crashes. If you wouldn't mind, could you run the application again and send me the log file at wekkaj@gmail.com ? Thanks very much for pointing the error out!
jharler
31. Jul 2017 · 14:04 UTC
I love the old school graphics, you did a good job with them. Hard game, but very well done. I wish I could turn and move in the same instant though. Got killed a few times because I expected to move right but the dude just turned instead.
madalaski
31. Jul 2017 · 14:52 UTC
I love the style and the sounds of the game! You've got a real neat concept here and so far this is my favourite way of using the theme. While the game is difficult and certainly meant to, my one qualm would be that it can be very hard to tell at which point you can walk down a corridor. I imagine some work needs to be done of the tilesets to make this more obvious. However with that and some cool funky retro beats you could have yourself a neat indie game here!
Gurvan
31. Jul 2017 · 21:00 UTC
Hey, everytime i press z the game crashes :)
🎤 Wekaj
31. Jul 2017 · 21:12 UTC
@gurvan would you be able to email the log.txt file that appears after the crash to me at wekkaj@gmail.com ? Thanks!
jakylgamer
31. Jul 2017 · 22:39 UTC
not bad, the controls felt a little sluggish but still pretty solid.
Thorneto
01. Aug 2017 · 06:34 UTC
I definitely wish the character moved a little faster but the combat controlled well enough. The level design was good and I really enjoyed the Gameboy graphic style. Could have really used a retro bg track though.
gilborn
01. Aug 2017 · 07:37 UTC
Good graphics and nice animations.

Tried sveral times, but i couldn´t get behind the second room with all the spikes. I didn´t see any patern in it and sometimes it seemed to be impossible to get over it by their activating order.
Very sorry for that, would have loved to play it further.

So I also couldn´t find any collectibles :-/
Raymoclaus
01. Aug 2017 · 08:19 UTC
The graphic theme is very nice and everything acted exactly as one would expect when you see what they look like which is the big plus here considering the small range of colour. Sound-wise it feels empty without even a simple backtrack and the little 8-bit sound effects don't serve much to create a mood. The way your character moves might make sense for the theme of the character but it hurts the flow of the game and the environments are designed in a way that almost expects you to have more fluid movement. I think with the way movement works it could have been nicer to go in a puzzle direction rather than a combat/survival direction.
Vija02
01. Aug 2017 · 08:25 UTC
I like the graphic and the concept. But the gameplay is too slow. It's annoying to turn around and attacking doesn't feel satisfying either.
Agecaf
01. Aug 2017 · 12:40 UTC
It's visually stunning, and has great sfx. Unfortunately there's a mismatch between the controls and the level design.

- The slow controls would be great for a more slow, methodical game; e.g. turn based where every step you lose power, so you have to make every step count, but can take all the time you want to think of your next step. The turning animation is great, and would make you consider your movements more carefully since they take a turn, in which spikes could go up, or the enemies could come closer.

- The level design makes you want to be able to fine-tune your movement (in the spike after spike part) without accidentally dashing, and the rocket and spikes part wants needs for you to be able to get out of the way of the rockets fast, or be able to turn around and hit that rocket fast. Your slow turn makes both maneuvers impossible.

- Facing the blast enemies is a bit of a gamble; it's hard to tell when they'll attack, or if they'll attack. Its also hard to combat them because of your slow controls.

The problem is that the controls and the level design is each good by itself, but together they don't work well. It's very hard to see these things until very late in development, when it's usually already too late to fix : (

Still, it shows that a lot of effort went into the art and animations, which are great.
Agecaf
01. Aug 2017 · 12:40 UTC
It's visually stunning, and has great sfx. Unfortunately there's a mismatch between the controls and the level design.

- The slow controls would be great for a more slow, methodical game; e.g. turn based where every step you lose power, so you have to make every step count, but can take all the time you want to think of your next step. The turning animation is great, and would make you consider your movements more carefully since they take a turn, in which spikes could go up, or the enemies could come closer.

- The level design makes you want to be able to fine-tune your movement (in the spike after spike part) without accidentally dashing, and the rocket and spikes part needs for you to be able to get out of the way of the rockets fast, or be able to turn around and hit that rocket fast. Your slow turn makes both maneuvers impossible.

- Facing the blast enemies is a bit of a gamble; it's hard to tell when they'll attack, or if they'll attack. Its also hard to combat them because of your slow controls.

The problem is that the controls and the level design is each good by itself, but together they don't work well. It's very hard to see these things until very late in development, when it's usually already too late to fix : (

Still, it shows that a lot of effort went into the art and animations, which are great.
prettylucky
02. Aug 2017 · 03:57 UTC
You got that GB feel down niicely:D

I couldn't get into the game though. Maybe if we moved faster, or there was more oomph in the slash. I couldn't pin it, but I felt like something was missing...Well, I'll let you know if I think of something!

(The rockets totally kicked my ass by the way xD I managed to find one of the hidden caches!)
alexJ
02. Aug 2017 · 16:58 UTC
Very fun game! I love the gameboy-like graphics and audio. The slow movement can be slightly frustrating at times and my game occasionally crashed, but in general the game was fun and I can tell a lot of effort was put into it!
Godot35
02. Aug 2017 · 18:33 UTC
The graphics give off a nice Game Boy feel, but the sluggish controls make for frustrating movement and combat, which is exacerbated by the enemies requiring more than one hit to defeat.

Overall, it's nice looking and the concept makes for an intriguing game, but the slow controls bog the game down.
KRP
02. Aug 2017 · 18:51 UTC
Visually stunning game! Gameplay felt very hard to get used to because the turning was so hard. Also it felt like I wasn't really progressing... I liked this entry a lot overall.
bldr
02. Aug 2017 · 19:00 UTC
crashed on press Z
Everbrave
02. Aug 2017 · 19:42 UTC
Love the artstyle! Nifty little entry. Definitely hard though.
LERPish
04. Aug 2017 · 08:55 UTC
Great game loved the srt style and i like the fact the game is kinda like what if dark souls were futuristic and in a gameboy