Windup by kleinzach
Robo woke to find all of his hard earned coins missing. Can you collect them all before Robo winds down? Collect keys to Wind Robo up a little more, but beware, once you collect all the keys, there is no way to stop Robo from coming to a halt.
Controls (I highly recommend a controller, but it is playable with keyboard and mouse) Left stick to move (Or WASD) Right stick to look (Or Mouse movement) A to jump (Or space with a keyboard)
If it doesn't run well on your computer, try the lower graphics presets.
Windup is a collectathon style 3D platformer that encourages replaying levels to optimize your route to get more collectibles before you finally wind down. I created two levels for the game, one to teach the basics and another which is much more dangerous. You can return to main menu at any time from the pause menu to switch levels.
I took a different approach this time around, and didn't use procedural generation at all. Instead I spent the first day just getting the character and movement to feel responsive and good, and spent the rest on levels and polish. After the first 24 hours I had something which I felt good about submitting to the jam, so in the last 24 hours I had time to add in all of things I usually don't get around to in a jam, like menus and tutorials.
Hope you all like it, looking forward to hearing your feedback!
Tools: Unity (Cinemachine, Standard Assets, TextMesh Pro), Blender, Audacity, WolframTones, Paint.net
| Windows | https://www.dropbox.com/s/ohh7njfsyf8yoqs/WindUp.zip?dl=0 |
| Windows | https://kleinzach.itch.io/windup |
| Original URL | https://ldjam.com/events/ludum-dare/39/windup-1 |
Ratings
| Overall | 105th | 3.757⭐ | 39🧑⚖️ |
| Fun | 137th | 3.556⭐ | 38🧑⚖️ |
| Innovation | 288th | 3.189⭐ | 39🧑⚖️ |
| Theme | 124th | 3.865⭐ | 39🧑⚖️ |
| Graphics | 32th | 4.237⭐ | 40🧑⚖️ |
| Audio | 107th | 3.543⭐ | 37🧑⚖️ |
| Humor | 200th | 2.778⭐ | 38🧑⚖️ |
| Mood | 126th | 3.472⭐ | 38🧑⚖️ |
| Given | 36🗳️ | 40🗨️ |
At first I thought the spring was some kind of fixed on the ground, like in Mario. Later I found it is a buff. After many times falling down the platform in the process of jumping, I finally realized the benefits of publishing Super Mario 3D Land in n3ds.
@avitt The jumping movement is certainly not the best. I think I may need to tune the camera controls a little more to help with that or make the jumps a little more floaty.
Thanks for trying the game!
The first level with the springs I gave up, I guess I am just getting old ;-) The second level (1-2) I made it much further. Really nice, one thing that I was not clear on was how long my timer would go before I ran out of winds. Once it started counting it was running out it was clear however maybe make it count down instead of up to make it clear that when it gets to zero you are done.
Really great work!
Great job!!!
- the graphics are very nice
- music and sounds
- the game seems to have a lot to offer
What would make me like the game even more:
- a better camera control for mouse + keyboard
- some sort of sens of what I saw doing there
I played on an Xbox 360 gamepad and the controls were great.
Graphics and audio are top-notch! Kudos on getting all this setup and tested in such a short time!
It took me a while to realized the springs were jumppads and not pickups. They REALLY look like pickups.
A 'death clock' timer would have gone a long way, not just in allowing the player to know how much life they have, but in adding tension to the game.
The controls (:keyboard: and :mouse:) aren't terrible, but the camera certainly could use a few tweaks. Mainly, not going inside walls blocking the view.
The big issue for me is that I simply have no time or interest in these *collectathon* type experiences any more (too old!). It is all about 3D platforming (not a fan) with very little reasoning or decision making involved.
The biggest sin, for a gotta-catch-them-all-fest, is resetting the items if you manage to die, which happens constantly in the second level. Collecting everything again all over again, again and again is simply not interesting or fun.
Solid workmanship, the design is not my cup of tea.
I heard the winding-down noise over time, but I wasn't sure what would happen if I didn't pick up any cranks, if anything. I also accidentally skipped the tutorial area, but it wasn't difficult to learn the mechanics. The battery, crank, and spring are very clear signals of what the powerups do :)
The graphics are clean and clear, and I was especially pleased by the audio design. Great work!
I 100% completed the first level, but couldn't make much headway on the second. If you're controlling with both sticks, then it might be better to jump with the shoulder buttons.
I might be in the minority on this, but an option to invert the camera axes would be appreciated; I'm used to thinking that moving the control up/down/left/right moves the camera rather than the way the player looks.
Really like the presentation, the visuals are really nice and the audio helps set the mood really well, so great job there!
Controls also worked really nice, when I got around them and the spring mechanic was really intuitive. :)
Couldn't find that last key on the first level though! :P
But Great Job!