Zero G Hero by dave_troyer

Our modest submission "Zero G Hero" for Ludum Dare 42
A long time ago, the Zlorp Federation tasked you to
to the haul trash to the furthest out-skirts of inconceivable space.
Unfortunately, things never go as planned...
Locked outside of your own ship while taking a potty break, you must fight off the collectors of the mundane; a species known as Grublors, that have made this intergalactic dump site their home.
You must now “run out in space” to retrieve your lost door key and make it back to your ship since you’re “running out of” oxygen while out in “space!”
Cory(Polymorpher) - Code
Dave(dave_troyer) - Art
Joe(Sentrovasi) - Level Design/Art
Chris(Faet) - Music/Audio
(We took some sound effects from OneyPlays over on YouTube)

UPDATE: We've received some valuable feedback and we'd like to make you aware that our games controller support is not working currently.
While we would like to fix this issue, we as a team feel it would be disingenuous for us to fix and update the download after we've already submitted our game.
Once the voting is over for this competition, we'll be updating the game with bug fixes, additional features, and more content.
Thank you for your understanding and for trying out "Zero G Hero".
| Windows | https://dave-troyer.itch.io/zero-g-hero |
| Original URL | https://ldjam.com/events/ludum-dare/42/zero-g-hero |
Ratings
| Overall | 609th | 3.375⭐ | 58🧑⚖️ |
| Fun | 745th | 3.079⭐ | 59🧑⚖️ |
| Innovation | 1107th | 2.556⭐ | 56🧑⚖️ |
| Theme | 1076th | 2.768⭐ | 58🧑⚖️ |
| Graphics | 370th | 3.763⭐ | 59🧑⚖️ |
| Audio | 334th | 3.352⭐ | 56🧑⚖️ |
| Humor | 176th | 3.491⭐ | 58🧑⚖️ |
| Mood | 747th | 2.953⭐ | 55🧑⚖️ |
| Given | 69🗳️ | 52🗨️ |
I think the gamepad controls are broken, I couldn't attack, slide or crouch. It took me a while to get a hang of the keyboard layout, but it worked pretty well once I did. I had a hard time getting enough distance to land my projectile attacks, and got stuck on corners occasionally. I'm impressed with the number of mechanics you got working (wall grab, slide, crawl, charge shot, etc.).
If you ignore the arrows though, the game plays quite nice and is challenging. The art also looks very clean and really fits the game!
There's also a glitch where if you exceed 100% oxygen, you die.
Overall, good work.
And thank you for the feedback! We love getting this kind of information from other devs! It really helps us see things we've over looked and improve along the way! :smile:
Anyway, it's fun and hilarious, Great job!
I'm giving feedback considering that you're going to continue developing it.
Nice work developing a lot of stuff for this game. But also be careful with it. Let's get into your critique:
• The audio is great! Music is really thematic and make you dive into the game world. As enemies reactions as well. Good job, for future references I'd advise to adjust the volumes a little bit (:
• The controls are not reliable. The controls scheme doesn't fit the game, and the movement feels delayed. For either movements or attack. This is very important since the character interaction is the core stuff in your game.
• Animations were well made! The character can interact slider with pieces of the environment, makes you feel inside your game, that neat!
• Theme was adopted, but not really explored. It felt like more of a reskin of a random game.
• Since the controls felt weird, after my failure I didn't want to play again. I've played for ~3min
In overall you guys did a great job for a jam entry, a lot of details were covered. The player HUD is a bit hard to see due to it's placement and complexity, but nothing that couldn't be easily fixed.
In case you continue to develop your game let me know! I'd love to see your progress, my info is on my LD profile.
Do you mind to give feedback to our game as well? (It’s a platformer, I don’t know if you like the genre but it is important for me to have feedback from player who like and dislike it). The link to it is on my profile, I won't post to avoid spam.
- The game played very fast and all the characters were large. This means unfortunately that guys would be attacking you before you had a way to deal with them. Maybe zoom the game out a little?
- The controls felt a little weird. I'm trying to put my finger exactly on what it was. I think it is because you used a physics engine for a platformer, which works and is quick, but when you use a pillbox collider (which I think you used) on a primarily grid based level it always feels a little weird.
- Some of the drops were frustrating. Sliding down the walls was extremely slow and the falling speed was very fast. Either I had to wait a long time to see what was below me and drop safely, or I had to just drop and hope there weren't spikes down there (there were).
- The first time through I didn't even realize how to use the sword. I hit the right mouse but nothing happened. I assumed that I was just missing a weapon and didn't figure out that I had to hold the button and press attack. Is there a reason you didn't just make the right mouse button attack with the sword?
- The animation jumping off the wall looks strange, mostly because I was always holding back to reach the wall I just jumped from.
I hope I don't come off as overly critical. I enjoyed the game and thought you guys did a great job.