Super Sentinels by Brightstar
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
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
| Windows | https://brightstar.itch.io/super-sentinels |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=46680 |
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 |
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
try our game plz
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=90749
I DEMAND A SEQUEL!
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!
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)