Bugyard by rilem
Bugyard
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Bugyard is an exploration and action platformer. We didn't manage to build the metroidvania world we had envisioned, but we did manage to finish a lot of the systems behind it. So we built a little world to explore for fun, enjoy!
Controls:
D key or joypad A: Jump
F key or joypad X: Shoot (if you have the blaster)
return key or joypad Start: open / close abilities menu
-Richard Lems (programming)
-Diane de Wilde (art)
-Shannon Mason (audio design)



| Original URL | https://ldjam.com/events/ludum-dare/38/bugyard |
Ratings
| Given | 0🗳️ | 0🗨️ |
I'll join tomer and also ask for the engine you used (if any). And how did you pull off that water and moving plants? They both look great!
Good job guys :sunglasses:
10/10
Things I like about this game:
- The art is cute (love the backgrounds).
- The areas are quite vast and varied, visually.
- Creepy as heck bug dying animations for one of the bugs (that bug head lying on the ground...super awesome)
- The music track has a catchy melody and some nice chord progression.
- The controls feel smooth.
Things I had issues with:
- As mentioned in one of the above comments, I got stuck on the opening cutscene a couple of times.
- Hanging at the edge of the screen but not crossing over to the other screen sometimes causes enemies to respawn immediately in the same screen. In one area where I was supposed to be able to change screens, the game had an invisible wall or something, and it caused a whole bunch of enemies to spawn in that area and kill me. It was just before the lower cave ish area.
- It's possible to go to areas that require powerups before you get said powerups. The first time I played, I went to the underground cave area that starts with you falling down a long passageway so you can't get out of it. It was frustrating because I didn't have enough jump height to reach the platforms, and I had only acquired the gun.
- While I do love the music track, it feels a bit too...islandy for the game. The xylophone sounds have a tropical feel that doesn't quite suit the backyard bugs, underground style. Especially when transitioning between certain areas, it would be nice to have a contrast in music tracks between certain areas, and maybe spend more time in the same areas before transitioning to the next.
- Acquiring certain powerups causes the gun powerup on the Abilities list to disappear.
I do like the game overall; exploration platformers are just my style. It's mainly the bugs (not the characters) that get me stuck that make it frustrating. But I kept coming back to play it, so I guess that's a good thing.
The idea and setting was neat, I especially loved hatching out of the egg and idea of it being a little home inside. Some nice fun references in there as well. I did struggle a bit with the controller though, the button mappings were off (B was jump and A was attack), plus I couldn't walk past someone without initiating the dialogue so had to jump over them. In Gameplay terms the platforming felt good, the only issue I had was with the vines - jumping off onto a platform was difficult as you would just hit your head and fall down.
Graphics and audio are high quality, and the little animation effects and juice are fantastic. The sine behaviour is a good one, but no idea how you used Paster to do the water (I may have to experiment with that)
Also, did you know that you're my official nemesis? :laughing: Just because you do the programming with C2 and usually have a team of 3 (same as us), but mainly because I always check your results and you always beat me! I guess that means that you're the good guy and I'm the bad guy :thinking:
Little complaints aside, this is really, really impressive. Great work :smile: