Super Sentinels by Brightstar

[raw]
made by Brightstar for LD35 (JAM)
The mission in this "level" is to collect all of the "power disks" and escape the robot compound.

Keys
Title screen labels the buttons incorrectly.

Z = Reflect Projectile *
Ctrl = Jump *
Shift = SHIFT

This game was made in Click Team Fusion. There still some bugs present. Reflected projectiles don't destroy enemy robots for example.

All art, sound effects and music are original.


Created By:
Anthony Rossello
Jim Yetto
Jamey Stevenson

Ratings

Coolness 56% 3
Overall(Jam) 2.62 1060
Audio(Jam) 3.15 396
Fun(Jam) 2.59 940
Graphics(Jam) 2.78 852
Humor(Jam) 2.67 418
Innovation(Jam) 2.19 1068
Mood(Jam) 2.80 764
Theme(Jam) 2.38 1042

Feedback

Recursiveanomaly
23. Apr 2016 · 00:59 UTC
Nice start to a game! Reflecting projectiles is a neat component. I wish the shifting did more and I got it earlier. And of course I wish there were more levels! Congrats on finishing this level.
TheMeorch
23. Apr 2016 · 01:43 UTC
This is a nice start to a classic DOS style action game! I like the precise timing needed to reflect projectiles -- that feels really good. I wish the character didn't maintain so much inertia when switching directions, especially when moving in the air. Lowering that could make things move a little more responsively and get the action going. Nice work!
dcolgan
23. Apr 2016 · 01:53 UTC
Not much to add from what was said before me. Though I thought the timing needed to reflect needs some work.
Weeping Rupee
23. Apr 2016 · 02:39 UTC
Not a bad beginning. Would love to see a bit more!
APantaloni
23. Apr 2016 · 14:33 UTC
Really short so it's not easy to judge, but it looks like a solid start.
Frederika and Patrick
03. May 2016 · 17:34 UTC
The jump and deflect buttons seem to be switched and it might be cool if the deflected projectiles could be used against the robots that are shooting you. Really fun, though, I liked it!
TheCain
04. May 2016 · 01:08 UTC
Very short, and I didn't see the purpose of the SHIFT
FengeR
04. May 2016 · 02:56 UTC
Z and CTRL button have been switched.
Being able to pass through the grey blocks but not (the edge of)* the wooden thin slabs is not intuitive.
I don't understand what the shift is supposed to do (it makes you invicible, bigger and yellow but... there's something missing). And you can't shift unless you reach the end of the level and you found all disks. That's weird.

*well I saw that we can pass through slabs but only if we're really under them
SIN Gaiiden2
04. May 2016 · 14:13 UTC
Nice concept. A bit short, but good ;)
try our game plz
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=90749
Tomahawk2001913
04. May 2016 · 21:00 UTC
I just wish the source was available...
Omiya Games
06. May 2016 · 19:17 UTC
I feel robbed by that ending. That cliffhanger....

I DEMAND A SEQUEL!
LukeZaz
07. May 2016 · 04:36 UTC
Fun little game! The controls were unusual, but - while I'm not sure this was intentended - the poster at the very start succeeded in getting me to figure out the jump button, which was the thing I was most confused about initially.

Reflecting seemed to break if I did it too much in quick succession, though I'm not sure if that might be intentional? Oh, and great timing on the text appearing at the ending screen, by the way!
alyphen
07. May 2016 · 06:37 UTC
The mechanic feels like it needs a little work, but the music is decent and the level design is alright. I couldn't figure out how to complete it without taking damage from the spikes, but you can jump relatively quickly from them so you can still survive.
Reflecting projectiles could be a bit more satisfying with some visual effects and perhaps some better sound effects. Perhaps if you'd got the robot destroying in it could be better.
As others have said, making the shapeshift mechanic more intrinsic to the game could help a lot as well. At the moment it feels very much like most other platformers (aside from the neat projectile reflect mechanic)