Tomb Walker by herinque

[raw]
made by herinque for LD 42 (JAM)

This is supposed to be a rogue like game, where you play as a robot. You have been deployed into these drone ridden ruins, what is awaiting you inside? Are you capable enough to escape this place? If you answered yes, then go in and enjoy and make sure you don't run out of space.


Controls:

  • Space - Open doors/Jump
  • W,A,S,D - Move
  • Right Mouse Button - Punch

fbAf0sw.jpg

Btw my steam -- https://www.twitch.tv/thecoffeeharry :))

Ratings

Overall 1020th 2.974⭐ 40🧑‍⚖️
Fun 1229th 2.347⭐ 38🧑‍⚖️
Innovation 1086th 2.597⭐ 38🧑‍⚖️
Theme 1089th 2.729⭐ 37🧑‍⚖️
Graphics 534th 3.527⭐ 39🧑‍⚖️
Humor 607th 2.567⭐ 32🧑‍⚖️
Mood 653th 3.061⭐ 35🧑‍⚖️
Given 48🗳️ 3🗨️

Feedback

comenoha
15. Aug 2018 · 23:26 UTC
Amazing graphics, tough control scheme. It seems to me like there wasn't a huge amount of actual gameplay, but honestly I had a fun enough time just walking around the world looking at the graphics... Great job!
nicksmaddog
15. Aug 2018 · 23:42 UTC
Pretty funny take on the theme! The controls did seem difficult to manage. When moving backward and turning, it seemed like the turn would go in the opposite direction of what I would expect. I expected the reverse to steer more like a car while reversing, which through me off quite a bit.
antoined73
16. Aug 2018 · 00:18 UTC
Okaaaay, so here is my comment.
There is some really good things and some really bad too.

Good:
- Graphics really nice and charming. Liked the character model and NPC's
- Music is nice and add mood to your game
- Like the global concept of your game and made nice little secrets room

Bad :
- The camera angle is really not good and make every movement in the scene really hard. Maybe you should center the camera on the player above his head and rotate it in order to see more forward.

- Controls are hard, it's like i'm controlling a tank and it's very annoying. But this is the consequence of the camera angle i guess and the fact that you block the movement when the player hit a wall (making the player release and repushing the key). Also avoid to put trees with big colliders juste near the doors, it make it practically impossible to reach the door.

- The global lighting is too low making every door impossible to see.

- Make a little tutorial or display a bubble when the player is near a door. I was stuck at the very start of your game until i figured out that you need to press space to open the door


I also don't know if limiting the number of jumps is a good idea. The jump SFX is a bit strange in my opinion. I couldn't find the exit of the game.

I didn't meant to be harsh but on the contrary to give you real feedback that i hope, will help you :)
Definitely tell me if you make some upgrades on your game !
🎤 herinque
16. Aug 2018 · 01:28 UTC
@antoined73 thank you for feedback. If you're go to the left in first room. Jump of the bridge and in the big room you go again to the left you should find exit. :))
🎤 herinque
16. Aug 2018 · 01:29 UTC
@nicksmaddog thank you and sorry we haven't time to make controls more comfortable. :/
🎤 herinque
16. Aug 2018 · 01:29 UTC
@comenoha Thank you so much <3
DarkGuardsman
16. Aug 2018 · 03:03 UTC
Looks ok but couldn't figure out the objective. Also keep getting stuck on objects and navigation with WASD alone felt odd.
tomasara413
16. Aug 2018 · 14:13 UTC
@antoined73 Yeah, the camera angle was last minute change, originally this was supposed to be a top down game.
ventura
16. Aug 2018 · 19:45 UTC
I liked because it remembered to the first tomb raiders, basically I got lost but I like to solve puzzles of this kind. However the map is so big that a restart is a big punishment, some checkpoints would have solved that. I like the camera effects, wow it was really cool, good job. Also the minimalism of the game. Also some doors I didn't know that were doors or not.. because it couldn't be opened.
🎤 herinque
16. Aug 2018 · 19:50 UTC
@ventura thank you for feedback <3
wolar
16. Aug 2018 · 19:54 UTC
When trying to open macOS project it directs me to a folder that looks like uncompiled iOS (xcode) project. It is in fact named "iOS". So did you make an iOS version and should I compile it by myself or is it just mystake?
🎤 herinque
16. Aug 2018 · 20:10 UTC
@wolar sorry man i build wrogn one i fix it soon
Memel06
16. Aug 2018 · 20:41 UTC
as @antoined73 said, global illumination is a little low and charcontrol is a little slow, but in the overall I liked your entry! Music and graphics were on point, and after some struggle I had fun (that is the point of a game!)

Please, work on a post-jam version with polished hitboxes and some tweaks to camera and illumination.

Thanks for your work and have a great day!
antonsem
16. Aug 2018 · 20:45 UTC
Great music, graphics and atmosphere in general. Loved the interpretation of the theme! Controls should be definitely improved though!
🎤 herinque
16. Aug 2018 · 22:34 UTC
@wolar the mac version should be fixed :)) and thank you all for feedback
chrissx2
17. Aug 2018 · 15:48 UTC
Really interesting idea. I like it :)
CristiHKJ
17. Aug 2018 · 17:23 UTC
The game is really nice. Unfortunately, the lightning is very low. Maybe add a Directional Light with a low intensity. Also you can see the skybox through some cracks in the walls. But other than that, great job! :D
realmar
17. Aug 2018 · 21:17 UTC
The game is ok. However, I didn't like the controls. They don't feel fluid and also for some reason when I'm near an object I cannot turn. Also, I'm unsure how this relates to "running out of space"?
tomasara413
18. Aug 2018 · 11:43 UTC
@realmar You see, when you press spacebar, number of available spacebar presses decreases. And since you can be exploring for a while you can run out of available spacebar presses. And the spacebar is also reffered to as a 'space' for short. Therefor you are technically running out of space.
Carlos Giraldo
19. Aug 2018 · 00:56 UTC
Liked what you did with the dungeon geometry and lighting. The robot animations where pretty cool too. The camera and some of the sizes of the doors and the collisions hampered the experiences. Plus the unfinished areas where one can easily fall.
Logicon211
19. Aug 2018 · 00:58 UTC
It was a bit frustrating to try and open doors that looked like doors but were walls and wasting a space bar. It would be nice to have some indication that you're hitting the enemies when you swing as well. It was hard to tell if I was actually doing anything
PNghasemi
19. Aug 2018 · 08:32 UTC
It was quite boring to play actually. The only positive thing I experienced about this game was the music. It needed more work I think.
BustosMan
20. Aug 2018 · 09:55 UTC
Seems there's quite a bit of collision problems going on with the player and most of the doors at the beginning of the level. I get the feeling you spent more time on visual storytelling and audio than the actual gameplay. When it came to the combat, I understand why it's not much, but there seems to be not much purpose when the drones don't fight back. Decent entry.
Tuteupaituamae
20. Aug 2018 · 13:31 UTC
I loved 3d models !! Nice job !!
ZuhairGhias
20. Aug 2018 · 16:41 UTC
Not bad. Feels like and exploration/puzzle game.
DevEmil
20. Aug 2018 · 19:52 UTC
Although limiting the number of spacebar uses is a creative interpretation of the theme 'running out of space', however it is not really gameplay-friendly and also does not add anything interesting to your game.

The graphics of your game however are amazing and it is really relaxing to go around your detailed environment, but I assume, that you already know, that there is some gameplay missing here.
I suppose, that you just overscoped and then created a visually very appealing game, that doesn't implement any gameplay though.
Well, anyways I congratulate you for doing only the graphics and basic movement, because it is absolutely gorgeous. Thank you for upploading it despite the shortcomings.

Graphics and Mood 5/5, Humor 4.5/5 for the 'Baited' in the options menu, hahaha :D
Renier
28. Aug 2018 · 20:18 UTC
Liked the visuals but the camera angle and the fact that the character controller didn't respond to some of my presses threw me off. Sometimes had to press S just to get the character moving again, would have loved more of a puzzle solving mission feel but I liked the models.