Plutiny by peringo

---------------------------------------------------------------------------SYNOPSIS----------------------------------------------------------------

In 2006, Pluto was declared a Dwarf Planet by Earth. 11 Years later Pluto has found the courage to reclaim his title - and his honor!
---------------------------------------------------------------------------GAMEPLAY----------------------------------------------------------------

Plutiny is pretty much a classic Shoot em Up with wave based gameplay and an upgrade system. The goal is to survive 10 waves and defeat the boss.

---------------------------------------------------------------------------CONTROLS----------------------------------------------------------------
- Movement - WASD / Arrow Keys
- Aiming - Mouse
- Bomb - Space / Right Control
- Unstuck button - Enter
---------------------------------------------------------------------------CREDITS----------------------------------------------------------------
- Coding : Sn4pi
- Art : Peringo
Music : Artverwandt ( https://soundcloud.com/artverwandt )
Tools used : GameMaker Studio, Aseprite, BRFX, Logic Pro
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| Original URL | https://ldjam.com/events/ludum-dare/38/plutiny |
Ratings
| Overall | 82th | 3.95⭐ | 22🧑⚖️ |
| Fun | 58th | 3.9⭐ | 22🧑⚖️ |
| Innovation | 438th | 3⭐ | 22🧑⚖️ |
| Theme | 132th | 3.9⭐ | 22🧑⚖️ |
| Graphics | 121th | 4.25⭐ | 22🧑⚖️ |
| Audio | 147th | 3.632⭐ | 21🧑⚖️ |
| Humor | 26th | 4.105⭐ | 21🧑⚖️ |
| Mood | 126th | 3.789⭐ | 21🧑⚖️ |
| Given | 25🗳️ | 19🗨️ |
I'm sorry I had to XD the game is awesome tho! The graphic is one of the best I've seen in this jam and the audio is really grate. The gameplay works really well too.
The music and sound effects also match really well. A very consistent piece of work.
Loved the little touch of pluto wearing headphones on the sound option. Little touches like that make this special.
The cut scene as well, was full of nice art and humor.
The core game plays really well, and is very tight. After a little while I did run into an issue where
my little pluto would just move always move to the top of the screen.
Thanks for creating and sharing! :D
The upgrade system is a good feature too.
But I didn't find the gameplay itself very fun. Probably because there's a lot going on, and it's hard to visualize even your own character and the cursor. Right from the beginning,you already have lots of enemyes and bullets to evade. I think a better look at the difficulty progression would make the game 100% better.
Also, the art style is great =D
* Your interpretation of the theme is my favorite that I've seen by far. BY FAR. Dwarf Planet and Small World are practically synonyms.
* The graphics are charming and nice! They fit the game well.
* Great boss fight!
* The little particle trails behind bullets was a nice touch. They really added something to the game.
* I liked the music! Well done!
* The shop system was a good addition to the game, and made harder levels feel more achievable.
* The writing and humor was perfect! It took a witty approach to the injustice of what happened in 2006. The hero and villain were also described perfectly in the introduction.
* All of the shop's rewards were all helpful and unique.
* The constant bullets made you never stop thinking, and the money and asteroids added an extra factor to this. It brought out the best of the gameplay.
* I REALLY APPRECIATE the ability to hold the mouse button to spam bullets.
****Minor Nitpicks:****
* It didn't always feel like the music should start/stop when it did. For instance, dying usually maintained the same theme, but restarted it. This was unnecessary.
* The bomb upgrade wasn't explained well. I thought that I got bombs later in the game, and upgraded them in the shop.
* The "i" in the font looked like an extra space. This made text confusing to read.
****Great job and thanks!****
Absolutely loved the graphics and and sound design! And you even put a progression system in! I've send almost whole hour completely absorbed by your game! Also thank you very much for volume sliders, as I play in headphones and have no volume slider it's a crucial feature to me. Surprisingly, it's a rare thing to see.
Felt not like an average jam game but as a full commercial product made by a professional studio!
- It felt a bit weird that the enemies' shots went through the asteroids, so you couldn't hide behind them.
- When a new wave started, the enemies all shot immediately, even off-screen sometimes. Perhaps it would be better if they waited just a tiny bit more so the player could prepare, especially since there were all those asteroids coming
- The music was fitting, and the whole game felt quite polished
- The upgrades were nice, but I'm not sure there was really any real decision for the player - fire speed + more currency to spend were my obvious choices at first, and I had to deliberately die after I got bored with the current upgrades. I died a few times (2-3?) and there didn't seem to be a final end condition - but it would be a totally different game! The progression saved over play sessions is a concept that usually creates a dynamic experience.
- You should add the currency counter into the game view! I wasn't sure how many coins I had while playing, so I kept going and going until I was bored and deliberately died.
- The controls were very tight, good job!
It is really cool that the game had upgrades which helps to vary the gameplay. The music was aptly chosen and worked well.
That said I do wish there was a bit more variety in how the waves approached and that perhaps the enemies staggered their shots a bit to make things a bit more difficult.
I do like the particles that come off the enemies but I think that the game could perhaps use a bit more juice (I do know that juice generally comes last and is hard to get everything done in such a short time). Things like little 1 frame pauses or sounds when you hit an enemy would help give feedback to the player because while I focused on dodging the bullets/asteroids I found it hard to know if I was hitting enemies. Screenshake is another really simple but effective method to add a bit of punch to the game. And a final thought, you should give the player a reason to not be shooting all the time, perhaps something like knockback or slower movement or else you may as well put autofire on :P
Anyway, you two did a great job :)
If you have a moment, please check out our game and see what you think! Any feedback would be apprieciated!
https://ldjam.com/events/ludum-dare/38/space-jam-working-title
My only real complaint is that the main waves of enemies are all, essentially, the same. Until you reach the boss, there's not a lot that differentiates each level from the previous. I'd aim to add new enemies, new patterns, some sort of Differences in Kind to punch up the gameplay a bit.
https://www.youtube.com/watch?v=TlBR1z-ue-I
(Obviously, that can be real hard to do in a game jam context, but I hope you add some of that if you expand this post-jam; maybe you already did, I haven't checked out the post-jam version yet)
In any case, kudos to you!
https://www.youtube.com/watch?v=reOMZ5szx64
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