Dedicated User Defined Entity (D.U.D.E.) by Bros.

[raw]
made by Bros. for LD 41 (JAM)

About the game

This game is a combination of Platformer and Card Game.

You play as the Dedicated User Defined Entity (D.U.D.E.) Bot a mighty android capable of all imaginable features. But unfortunaly he can only walk left and right without further support.

Use memory cards in order to temporary enhance the features of the D.U.D.E. After a short time, the features will reset, forcing you to equip new cards.

The goal is to get the highest score possible. Gain points by clearing the levels. But keep in mind: Equipping cards will reduce your score drastically! The more cards you use simultaniously, the more points it will cost. E.g. 2 Cards cost 100, and 3 Cards already 1000 Points!

If you don't have any fitting cards, discard them by the cost of 1000 points. Or try to solve parts without any cards only by walking.

demo2.gif

Controls

The controls are displayed on screen. Only keyboard is supported, but if you want to use JoyToKey or something similar these are the controls in general:

| Key | Action | |---------------|----------------------| | Arrow | Movement, Navigation | | X | Jump, Confirm | | C | Dash | | Return/ Enter | Start | | R | Reset |

It can also be mapped on a NES-Gamepad for Retro-Feeling.

It runs on Java

In order to play the game, you must have Java installed on your computer. JRE 1.6 or higher is required.

Development Notes

This is my second Ludum Dare game. Suprisingly it went exactly like the first one. For the good parts, as well as the bad parts.

Last time I could not add any sound or music. Now the exact same: No audio at all. I'm very sorry about that. I try to practice this... hopefully... Graphics took forever but I hope you apreciate them.

I did everything on my own, except the level designs. My brother gave me a helping hand there. As well as soul support.

Thank you for reading

Ratings

Overall 563th 3.474⭐ 21🧑‍⚖️
Fun 572th 3.316⭐ 21🧑‍⚖️
Innovation 295th 3.684⭐ 21🧑‍⚖️
Theme 375th 3.868⭐ 21🧑‍⚖️
Graphics 312th 3.9⭐ 22🧑‍⚖️
Humor 706th 2.667⭐ 17🧑‍⚖️
Mood 862th 2.944⭐ 20🧑‍⚖️
Given 21🗳️ 14🗨️

Feedback

superpokeunicorn
24. Apr 2018 · 09:15 UTC
This is a pretty neat concept for a game. I like the idea of not always having the same set of skills in a platformer and having to make due with what you get. I also think that the character art is really good and I particularly like the little puff of smoke that happens when you start moving. That said, I think that the card game element could have been better implemented since you can always pick the best stuff if you don't really care about score. That, said, you really have something cool going on here and it's a solid entry overall. Nice work!
Glorious Kittens
24. Apr 2018 · 09:15 UTC
Like the combination, but too bad these combinations are made by a lot of people, so not really original, but still fun.
timbs
24. Apr 2018 · 09:30 UTC
Nice Graphics and animations. Like the concept of having different modes.
Jaa
24. Apr 2018 · 09:44 UTC
очень приятный персонаж))))
Rombus
26. Apr 2018 · 23:02 UTC
Wow a Libgdx game! and it feels so polished. Congrats on that! I might be looking at the sources, I could never do a polished game with libgdx in such a fast cycle.

Too bad it didn't have any sound, 'cause the game is really cool! I whish there was a key to as for a new card instead of a timer.


Overall, solid entry!
🎤 Bros.
27. Apr 2018 · 20:18 UTC
@superpokeunicorn Thank you. I realized that problem after the first day, so I implemented the Score-Thing in order to give it more meaning, but you're absolutely right. I should have thought more about the cards

@Glorious Kittens Jepp. Unfortunately I noticed it after the first day, and changing genres at that time was impossible. Cool name btw.

@Rombus One point regarding the source. I noticed a huge implementation mistake: When you read the code, please replace all LinkedLists with ArrayLists. I iterate through the Lists via indexing to avoid object allocation of an Iterator but used the wrong list implementation causing a running time of the for-loops with O(n²) instead of O(n) that could be done using ArrayList. I'm sorry about that. _If you know about all that stuff..._

Otherwise the code should be okayish. I used techniques from [ForeignGuyMike](https://www.youtube.com/user/ForeignGuyMike) and [GameProgrammingPattern](http://gameprogrammingpatterns.com/).
Rombus
27. Apr 2018 · 21:48 UTC
@Bros awesome! I haven't made the time to check it out, but thanks a lot for the detailed description. Love LibGDX, I should find the time to keep deving with it!
Jajo
28. Apr 2018 · 10:48 UTC
Pretty good entry. The card mechanic got tedious, but was definitely workable. Great art :)
HS_Dave
28. Apr 2018 · 12:07 UTC
Looked lovely, frustrating to but fun to play! It would be nice to have some lives, esp at your ability set is completely RNG and the difficulty is brutal is kinda sucky to go straight back to 1 again XD But I liked the concept and will say it kept me trying quite a few times!
lautregars
02. May 2018 · 23:20 UTC
Neat as fuck. A little hard but that's how I likeit.
MacDoom
03. May 2018 · 04:19 UTC
Cool game!
It's a really neat idea, some tightening to the controls would be nice, it feels a bit slippery.
The constant change of variables keeps one alert of the characters capabilities.
Nice work!
aeveis
03. May 2018 · 05:51 UTC
nice art! I liked the character and the card art. The platforming was okay, maybe a bit precise, but I wish I could have restarted from the beginning of each level to see what was next. I liked how if I knew the level though I could stack some cards to run it through faster, but if I didn't know it I would just choose one card and take more time seeing what was next. Good job!
Beebo Studios
04. May 2018 · 09:07 UTC
Neat idea! The game plays smoothly and looks really good!

Since you can discard cards anytime, there is not much challenge here, yet. Maybe a puzzle game approach would work well, where you get a set of cards and have to choose for every situation, with the "every enhancement card" as a kind of joker. Or the RNG could be adjusted so you don't get combinations repeatedly that are not fit to let you progress.

I really dig the idea, though, and see a lot of potential here! :)
Houruck
04. May 2018 · 22:20 UTC
A lot of entries used card mechanics, but this one complements the core game mechanics well.
vfqd
06. May 2018 · 13:25 UTC
Nice idea, echoing what some people have said before me, I think you really incorporated the card mechanics well into the platformer :smile:
niterich
06. May 2018 · 23:47 UTC
I think there's a lot of promise here: I've visualizing a game where you see a huge level ahead of time and have to create a deck to match it. Like others have said, there's some balancing issues here: I found I could reliably discard my hand until I got one of those ultra cards that gave you everything. Other than that, the UI was nice and clean, and gameplay was fun.
🎤 Bros.
08. May 2018 · 16:21 UTC
@beebo-studios @niterich I originally planned to design only level parts which than need specific Cards like `Part 1 requires Jump or Dash`. With this parts I would create a "real" Level by simply **align multiple parts next to each other**. That way, I would know which cards one need to complete the level, an thus creating a sort of deck. But unfortunally LibGDX (the framework I used) does not support aligning TiledMaps that easily, i.e. by simply offsetting the parts.

With only 3 or so hours left, I had to create "real" levels by hand. The "discard hand" feature was implemented, so the user can get rid of his hand if there are no fitting cards, as I could not easily predict, which cards will be useful.

Long story short: the ideas where completely planned, but the time was missing to implement the features in a correct manner.
HuvaaKoodia
19. May 2018 · 18:53 UTC
Works on Linux. For some reason the menu scene is in glorious fullscreen while the actual scene is a tiny image in the center of the screen. Odd technical issue there.

Simple, kind of an obvious idea and not at all incompatible! Sure the theme isn’t great, so let’s skip it. There is potential in this “random skills to get through a level” idea. Having to switch the skills every 10 odd seconds isn’t too thrilling though as it breaks the flow.

How about picking 3 skills out of 5 available, where every combination is still usable? This would require clever level design, but improve the experience, I reckon. Some levels could automatically select a random set of skills so that the player cannot go with their favorites all the time.

The graphics are indeed nice, 16-bit retro feelz. I wouldn’t mind the black background if the assets were even more retro (think Atari xx00 and early NES), but currently it does detract from the style. Audio would have added a lot, you’ll get there eventually!

Ok effort, you should have disabled humor and mood in my opinion.

Overall:* 2.5 (Below average)*
Fun:* 2.5 (Below average)*
Innovation:* 3.5 (Above average)*
Theme:* 3.0 (Average)*
Graphics:* 4.0 (Good)*
Humor:* 1.0 (Non-existent)*
Mood:* 1.0 (Non-existent)*