PowerMan by C0nst4ntin
Hello everyone,
How to play: - Download the. jar file. - Open the Jar - Have Fun!
Errors: - If you find any Errors / glitches make sure to tell me in the comments, so I can fix them!
Tools: - Java - Photoshop CS2 - LMMS - Audacity
Controls: - Left-Right: ArrowKeys - Jump: W or Arrow-UP - Hover: E - Shoot: F
About: - Me: I'm Constantin, a 14-year-old German Java and web developer. I do programming as a hobby and not commercial.
- Game: It's a 2D java platformer, you have to get to the flag, By hovering and shooting, you lose energy. TO get new Energy you have to pick up Batteries.
| Windows | https://www.dropbox.com/s/ir8kqm3o00rs4rf/PowerMan.zip?dl=1 |
| macOS | https://www.dropbox.com/s/ir8kqm3o00rs4rf/PowerMan.zip?dl=1 |
| Original URL | https://ldjam.com/events/ludum-dare/39/powerman |
Ratings
| Overall | 602th | 2.69⭐ | 44🧑⚖️ |
| Fun | 604th | 2.452⭐ | 44🧑⚖️ |
| Innovation | 652th | 1.976⭐ | 44🧑⚖️ |
| Theme | 533th | 3.024⭐ | 44🧑⚖️ |
| Graphics | 459th | 2.872⭐ | 41🧑⚖️ |
| Audio | 424th | 2.439⭐ | 43🧑⚖️ |
| Humor | 357th | 2.194⭐ | 38🧑⚖️ |
| Mood | 579th | 2.184⭐ | 40🧑⚖️ |
| Given | 43🗳️ | 22🗨️ |
Design-wise, there are no incentives for defeating enemies, since it takes power (if you shoot) for no reward. And the respawn is too long if you're far in the level! For easy, fast movement to a position, you can use the following trick (added on you main loop)
``` thing.x = target.x + (thing.x - target.x) * 0.9 ```
You can change 0.9 with 0.95, 0.8, 0.99, etc. The closer to 1 the slower the movement, but for all values it moves quite fast, no matter how far it is at the start.
Having said all that, the game you made is pretty impressive for 2 days time. It shows there was a lot of work made just to make the collisions work properly, enemies not moving into the walls, etc.
Audio loop, if a bit longer, would complement the pixel art nicely, the sound effects could be worked on though. A more explosive sound for the jump and an continuous sound for the jetpack are a good place to start.
Platforming wise try eliminating blind jumps where you can't see where you'll land and, as @agecaf mentioned, come up with some situations where killing the enemy would actually benefit the player. Like a tunnel where you could sneak by with some precise jumps, or decide to trade off some of that energy for easy passage...
Pros
•Nice idea (might be biased as it's really similar to mine)
•Nice graphics
•The controls were really easy to learn
•Great tutorial
Cons
•Too long respawn times
•The music is pretty short
•There's no real reason to kill the enemies
Keep up the nice work! ;)
Like others have said, the respawn times are really long. The controls are nice and smooth though, but I wish the game was a little bit longer.
I found two small bugs in your game though!
The snail enemies: if you take a second or two in between shots they die in two hits. But if you tap F twice really fast they don't die and require a third shot to kill.
Also, I use D and E as my primary drives, and found the game did not run unless it was on my C drive.
Otherwise, really cool entry!
2. Blind jumps (not good)
A recipe for disaster.
The player will die, without being able to do anything about it, and then have to wait for a long respawn (And will probably have to do this few times). NOT GOOD! Player will quit!
3. No reason at all to ever shoot, enemies are all dodgable
4. Really short level
The game is extremely frustrating, mainly because of reasons 1 and 2. But outside level design and questionable game design (like WHY DID YOU ADD THE RESPAWN TIME!?), and audio, the game is not that bad. Movement felt good,
the level graphics were quite good and it is a good interpretation of the theme. GJ, but learn from your mistakes.
AND I STILL WONDER WHY YOU ADDED THE RESPAWN TIME...
The game is too short and I think more battery power would be enjoyable !
Congrats for the work anyway :)
Music is *almost* spot on. The low beat is **really** catchy, but the top notes need a little work. Try searching 'Best SNES Soundtracks' on youtube and listening to them for inspiration.
Can't wait to see what you make next year!
Hope you keep making games and use the constructive comments in here to improve :)
Cooles Spiel, ich hoffe du bist nächstes Mal wieder dabei! Falls du Lust hast die Menschheit zu vernichten würde ich mich freuen, wenn du unser Spiel auch ausprobierst. :)
Theme was definitely met, however, I am not a real fan of the game mechanics to be honest. Firstly, the range of the attack is way too short. I died very often trying to kill enemies. Secondly, why even bother killing enemies? It just consumes energy and you do not really get any real benefit from it.
What I really liked though was the structured and solid tutorial, and the platforming itself was also fun! Maybe make enemies drop energy (or make killing enemies necessary), make the range of the attack longer, add better use for the jetpack, and then you could get a solid platformer!
Keep up the good work!
I think you're very talented, and I'm looking forward to see which games you will produce in a few years! :)
EDIT: Wait, you can *stab* enemies? This was never explained in the tutorial, right? :D
Anyway, cool graphics, smart mechanic and great job getting sound together too!
The hover-mechanic worked well, the gun consumed a lot of energy though. If you make a post-LD version, I would suggest placing more battery-powerups in the level (and of course, expanding on your solid base with some additional levels). Perhaps running out of power should be a lose-condition as well, since you can otherwise get stuck.
I like the amount of polish you managed to implement, with animations, sound, music, and even a tutorial. The death-transition was very funny!
Impressive work!
And it is always interesting to see another Java-game! Although I could not find a link to the source-code anywhere?
>Soaring through the sky,
>the monsters far below me.
>Power gone! Falling!!