Zombies 'n Kebabs by Starlight Glimmer is best poney
Mind answering a short question?
I'm not sure if I should continue developing this. In its current state ~~it's seemingly unbalanced energy-wise and~~ needs more levels. And red devils. And a nice intro animation I planned but then scrapped. Tell me what you think. ↑
Description
A Ghosts 'n Goblins-like with a twist, featuring your all-time favourite pone, Starlight Glimmer, searching for her missing friend on a graveyard. Bearing a single piece of armor and limited energy, you must find a way to defeat a terrifying zombie runner on the far far east, trying not to get impaled by a living kebab and thrown down to the river.
Further reading
Screenshot

Top quality gameplay video
https://www.youtube.com/watch?v=0SGoEDDzPwc
Controls
- Shoot: Z or Left Ctrl
- Jump/TP: X or Space
- Move: Arrows or A D
- Deposit coin: Return
- Pause: P or window focus
Version info
Builds marked with 0.0.2 are post-compo, but the only changes are regarding QoL and balance, based on the feedback, for an overally better experience. The 0.0.1 links are the original 48h compo builds.
0.0.2 changelogs: * Jump cost increased from 5 to 10. * Shoot cost increased from 10 to 20. * Energy gain increased from 1/s to 3/s. * Standing next to a Jedi statue for at least 1 second will now regen energy for 20/s * Reduced the amount of Jedi statues appearing on the map. * You can now rotate while midair. * Zombies reach the surface at a higher rate. * Zombies no longer deal damage when they're not fully on surface. * Like in gng, crossing the river is permanent until all lives are lost. But you can still go back to the graveyard.
| Linux | https://bit.ly/znk-linux-0-0-1- |
| Windows | https://bit.ly/znk-windows-0-0-1 |
| Linux | https://bit.ly/znk-linux-0-0-2 |
| Windows | https://bit.ly/znk-windows-0-0-2 |
| Original URL | https://ldjam.com/events/ludum-dare/39/zombies-n-kebabs |
Ratings
| Overall | 612th | 2.66⭐ | 55🧑⚖️ |
| Fun | 632th | 2.226⭐ | 55🧑⚖️ |
| Innovation | 618th | 2.25⭐ | 54🧑⚖️ |
| Theme | 637th | 2.321⭐ | 55🧑⚖️ |
| Graphics | 316th | 3.296⭐ | 56🧑⚖️ |
| Audio | 262th | 3⭐ | 53🧑⚖️ |
| Humor | 198th | 2.787⭐ | 49🧑⚖️ |
| Mood | 344th | 2.917⭐ | 50🧑⚖️ |
| Given | 49🗳️ | 67🗨️ |
https://drive.google.com/open?id=0B2PhbR7agvTGMGZPU09vWmE4Qzg
too bad i love ghosts and goblins
I always have to screw up static linking on Windows. Working on it now; thanks for reporting it.
So, after I have install libtmxlite:
* graphics and audio are nices
* controls are a bit weird, but quite simple
* overall, this game is cool, but I had some problems with HUD display : it was displayed in the top left corner and very smallest
Really want to play this! :(
>It was hard to launch it ! You forget to say that the Linux build have dependencies (libtmxlite in my case, but perhaps I have already some others dependencies installed in my PC).
Only SFML and tmxlite. They are now both included in the lib subdirectory (I did forget about tmxlite in the initial release, lel), and run.sh will automatically adjust ld_library_path. Big thanks for getting this to work despite the issues!
It's taken a while, because I had to download the entire 32-bit toolchain. And there was a new GoT episode.

However, I gave you a high score for graphics. Very well done on that part :)
Best bit: good job capturing the style well.
Weaker bit: Game design wise it didn't feel quite there - lack of air control during the jump feels awkward in a platformer, some odd quirks with the enemies appearing and the portals, etc.
But overall, cool :)
I immediately knew how to used potrals. The Pony-Kebab-Zombie mash-up, albeit weird, is interesting. Great music, and fantastic pixel graphics.
And of course + points for kebabs.
@essell Lack of air control is very much intended and it's one of the main reasons GnG made a name for itself as a horribly difficult and punishing platformer. Unlike my game, it allowed to turn back while jumping, but I don't think it'd really change much.
@bartol44 I agree I didn't balance energy as much and I didn't have time to implement energy restoration. I'd make a full balanced version with it in mind, but I don't know if people would play it.
The energy cost for everything feels way too steep. The controls, especially for jumping, are not that precise, so I had the problem that I jumped up and basically wasted my energy. You said it's intended, but I say it's contradicting the energy mechanic. Because jumping up does exactly nothing except lock you in place and waste your energy.
The enemies spawned right inside of me multiple times, and there was no way I could've avoided them. And that was really annoying. They need to either not damage the player for a second longer after coming out of the ground or just don't spawn so close to me.
I appreciate that you tried to make it like GnG though. And I'm really not into My Little Pony, so that was a huge turn-off for me as well, but I guess different people have different tastes.
Overall pretty good, but it just needs a bit more polish. Good job.
@simonhutchinson Sorry, no chances. It's done in SFML and I don't have a Mac.
@reggnos Thanks for playing!
> a thing that would really make the game better is not let enemies hit you when they are spawning that is really annoying.
This is a known issue and was fixed in the v2.
>And I just wonder why is the game not called zombies and ponies
Ghosts and Goblins was called so, because, among other enemies, you had to fight ghosts and goblins; the game wasn't called Ghosts and Sir Arthur.
Still I feel like I missed some kind of in-joke? I don't really know a lot about MLP stuff so I guess, that's my bad, though.
@deke Thanks for kind words. The game's codename was Kebabs 'n Spaghettis, because the main character moves like spaghetti. The truth is, I haven't read any tutorials regarding animation.
The only MLP in-joke I could think of is the fact that the "armoured" version depicts [Snowfall Frost](http://mlp.wikia.com/wiki/List_of_ponies/Unicorn_ponies#Snowfall_Frost).
The zombie (ponies) are scary as fuck with this music. D:
It is a good game overall, maybe you should put some more effort on the input side that are not so responsive (I don't know but sometimes I have to wait too much for the jump even if I got the energy!).
Keep up the good work! :D
The game is really difficult though, I had so much trouble moving the way I wanted to. Everytime I used the portal was on accident, never managed to do it on purpose :D
Having voted "yes" on your strawpoll I felt inclined to make a list of the bugs and stuff I noticed so that it was easier for you to make a full version should you decide to do it. Still not entirely sure if the "delight and admiration" finale of your comment was sarcastic or not, but even if it was I would still be glad to see this project come to life in a finished form (post length is my proof). Mind you, I've never watched MLP/played GnG, so if some of these are an intentional reference, please ignore my blabbering and forgive my overall verbosity.
* The animation spritesheet seems to have an error in it, or maybe the options for it in the code do. In some of the running frames the rightest column or two of pixels seem to be cut and appear on the left of the sprite instead. As you probably know, that usually happens when the width of the frame isn't correctly passed to the engine for one reason or another.
* The hat disappears immediately when you're damaged while on the ground, but doesn't when you're damaged while in the air - it does disappear correctly after you land though.
* I've played both versions for 30+ minutes to rate this fairly, and while you say that enemies damaging you during their spawn is fixed I've found that to only be the case with the zombies in v2: kebabs are still spawning and instantly killing me in v2 just like in v1. It makes sense since their spawn speed is seemingly a lot higher, I'd just make them appear in the outer thirds of the screen only personally.
* Several times while running in place (into the grave) the jump wasn't recognizing the horizontal movement buttons being pressed. Couldn't reproduce it perfectly though.
* Probably intentional from GnG, but the inability to move horizontally while falling felt a tad weird.
* That leads me to another point, even if it's intentional, that makes the first portals pair and the higher platform they lead to useless 'cause of inefficiency: if you could land to the right of the grave that comes right after by simply falling diagonally there and not jumping, that whole platform would be a neat alternate pathway to avoid unfavorable zombie spawns in the beginning. As it stands though, the top path requires 3 "jumps" (portal usage included, which I'd just make not expend any energy personally), while the bottom one only needs 1 unless you're jumping over some zombie ponies. From my experience though if you're being fast, there's no need to jump over anything but the grave there.
* Another interesting tidbit about the top path - I had a strange bug of falling through the ground after jumping from the top platform, which makes that route (unintentionally) even worth.
* While falling into the river without a jump doesn't trigger the post-river check-point, jumping into it (and dying around the middle of the river as a result) does trigger it.
* The boss (if the pony guarded by the kebabs was it) would be a lot easier to recognize if it had a distinct recolor (or something better, but recolor is the easiest to do while in a tight compo environment), I had to spend a few minutes to figure out that this was basically the end of the level and the enemy wasn't just a powered-up edition of a zombie.
* As a result of not realizing who's the boss immediately, I've ran all the way to right several times and tried overcoming the invisible wall of the world by jumping: I actually could jump over it to make most of the screen go black and die a few seconds later, imho it should be unpassable even with a jump to cause less confusion - still not sure if it was just a bug or the actual end of the level.
That said, I really liked the controls of the game, the cute and well done for the limited time you had pixel art, suitable audio and a fun setting. Great job and good luck with the full version!
P. S. You can add me on Discord if you wanna get some responses to your own comment, some clarifications of the bugs mentioned or just chat.
The music made me jump when it started, it's a bit loud.
I really had issues with the gameplay, the energy is used up really fast and I didn't really realize when I was out of energy at first, and didn't understand why I couldn't jump/shoot at times. The zombies are moving around really erratically. And once you are out of energy you are doomed.
But there are a bunch of small design decisions that hamper my ability to engage with the game correctly. I felt a lot of frustration, and not the kind that I want from a hard game but more the kind that felt like it was cheap.
Since you've obviously got high potential here I want to list the dings I felt, I hope this is helpful not hurtful!!
- There's a hitch when I jump, the character pauses a brief instant before actually jumping, this does not feel fluid.
- The portals are activated by the jump button but they are so finnicky. My friend jumped into the big pit three times trying to activate the portal. I can see you also seem to struggle in your gameplay video with smoothly activating the portal. A difficult platformer is ALL ABOUT feeling smooth, so this is the kind of thing to focus on in your game imo.
- As you know, the zombies feel cheap when they come up and hit me out of nowhere. Especially in the first one second of the game when I don't even know the buttons yet.
- The energy meter is confusing, I still don't quite know what is happening there even after carefully watching it.
- In your movie, the flying guys at the end are clear to see. When I played for some reason on my screen they were ghostly outlines. I thought they were background images and had no idea why I was dying.
So I think I didn't have as much fun with this as the game's potential had, just because the difficulty was based on small splinters in the controls. If I had smooth powerful control and clear feedback on what happened and why, I think I could have really enjoyed this a lot.
So strong marks on a lot of the categories but maybe polish that core more next time!