Stabman! by NoahRo

[raw]
made by NoahRo for LD 44 (JAM)

Disclaimer

This README has been updated for the post-jam version. Most of what's written here is directed at the post-jam version. Jam-version executables are still available for download below, but we recommend the post-jam version :)

For a more detailed version of this README, check out our GitHub repository's README.
(The original README is about double the size of this one, be warned.)

Screenshots

overworld.png graveyard.png graveyard<em>alt.png bonus</em>a.png

Level One Preview Video

Description

The theme for Ludum Dare 44 was...

Your life is currency

We went for a simple, generic approach:
You pay with your health to buy items.

The game is a 2D action-platformer.
Your goal is simply to get to the end of each level.

Throughout the levels you will find items which you can buy using your health as currency.

You regain health by defeating enemies.

Each level acts as a checkpoint; when you die, you restart at the beginning of the level.
The game will also automatically save your progress to a savefile, each time you beat a level or die.

As always with our jam games, we never properly finish.
This jam's game was especially unfinished.
If you intend to check out our game, we recommend trying our post-jam version.

After the jam ended at the end of April, we continued working on the game
with the goal to release a finished product (like always).
This time, we are proud to say, that we actually finished this game!

Controls

The exact controls are specified in the file resources/config/bindings.ron.
You can change bindings in this file however you want; the syntax should be self-explanatory enough.
But careful: if you make a syntax error, the game will crash.
See the generated file logs/panic.log for error messages, if it crashes.

Note:
For the controller buttons we are using the Xbox naming scheme.
So the A button would be the X button on a DualShock controller, etc.

| Action | Keyboard | Controller | Notes | | :-------------------------------- | :-------------------------- | :------------------------------------ | :------------------------------------------------------------------------- | | Move LEFT | A | DPadLeft, JoyStickLeft | | | Move RIGHT | D | DPadRight, JoyStickRight | | | Jump | Space, K, Up, W | A | Hold down the jump button for a slower fall (lower gravity). | | Attack LEFT | Left, H | X | | | Attack RIGHT | Right, L | B | | | Buy item | E | Y | | | Dash | Shift, J, Down | ShoulderButtons (left or right) | Need to hold down movement keys + press dash key; diagonal dashes work; can only dash in-air | | Toggle pause | P | Start | | | Start game from main menu | Enter, Space | A | Starts the normal campaign, not bonus. | | Continue game from pause menu | Enter, Space | A | | | Quit game from main menu | Escape, Q, Backspace | B | | | Quit to main menu from pause menu | Escape, Q, Backspace | B | |


Development

Tools Used

  • [Rust], programming language
  • [Amethyst], engine
  • [Deathframe], framework
  • [Vim], code editor
  • [GitHub], git repository hosting
  • [Gimp], tile/background/menu graphics
  • [Aseprite], sprite graphics
  • Bosca Ceoil, music
  • FL Studio, music
  • [Tiled], level design
  • Google Drive, file sharing
  • [Trello], task management

Licensing

This project, including all of its code and assets (such as images, audio, level files),
excluding fonts, are distributed under the terms of the MIT License.

Fonts

The fonts (found under resources/fonts) remain unchanged,
and are licensed individually by their authors.

Undefined Medium

SDL2

This project uses and redistributes an unchanged copy of [SDL2],
for controller support with [amethyst]'s sdl_controller feature.
SDL2.dll is distributed under the zlib license.

Ratings

Overall 1122th 2.526⭐ 21🧑‍⚖️
Fun 1107th 2.4⭐ 22🧑‍⚖️
Innovation 1095th 2.289⭐ 21🧑‍⚖️
Theme 926th 2.868⭐ 21🧑‍⚖️
Graphics 1000th 2.474⭐ 21🧑‍⚖️
Audio 570th 2.895⭐ 21🧑‍⚖️
Humor 704th 2.563⭐ 18🧑‍⚖️
Mood 974th 2.676⭐ 19🧑‍⚖️
Given 27🗳️ 4🗨️

Feedback

Colin Misbach
30. Apr 2019 · 17:50 UTC
I couldn't get past the boss. She was pretty tough. I wasn't sure if I was dealing damage. And I wanted to try out some of the other boots, but I had to buy the wall jump ones in order to proceed.

The music is cool, it gave me some F-Zero vibes. Nice job!
NICO_THE_PRO
30. Apr 2019 · 17:50 UTC
I'd like to see this game further developed and how it will turn out if it becomes an actual game. I do suggest not sharing the game via google drive but instead using different methods (such as itch.io)

I enjoyed the music. I am on linux and nothing happens when you press E
tinykidtoo
30. Apr 2019 · 18:10 UTC
I was unsure what to do once I purchased the boots. I tried double jumping, sticking to wall, and going backwards. I did like the music and art though really feels like an old Nintendo game.
🎤 NoahRo
30. Apr 2019 · 18:31 UTC
@colin-misbach The "boss" on the second level? Yeah, we just kinda spammed enemies on that level just to kinda show-case what we did, and to have _something_ to play at least. Yeah, there's no feedback when attacking enemies; there is a knockback item, where you would knock enemies backwards, which would be some nice visual feedback. We never used the knockback item in the end, because it's kinda janky.

@nico-the-pro We do want to continue working on it, at least create some proper levels to play, because most features are in place, we just need to add content. Usually, I set-up an itch.io page for our jam entries, but I feel like an unfinished game like this isn't "worthy" of an itch.io page.
You should be able to press `e` when you are touching items to buy them. This has been developed on Linux, so I'd be surprised if it doesn't work :P

@tinykidtoo The first boots item you get allow you to wall jump. So when you cling to wall, by moving against it, you can kinda spam the jump button to gain height.

Thank you all for your feedbacks! I appreciate you guys checking the game out (even though it's really not unfinished and pretty bad :P )

---

_Some more words:_
As is often the case with our jams, we start creating actual content (levels, items, etc) way too late (like one-hour-before-deadline late). What really stings, is that we really had most of the features in place, and had we just started creating levels earlier, we could have really made something somewhat fun to play.
It also sucks, that we didn't get to use any of the parallax background images, that we made; we have background images and a working parallax system, but we didn't have enough time to implement them into the "levels" at the end.
_Take-away:_ Start adding gameplay content earlier!
NICO_THE_PRO
30. Apr 2019 · 18:34 UTC
@noahro I thought "E" would get you to a shop, whoops. Thanks for the response though
Team-on
30. Apr 2019 · 22:04 UTC
I cant get how to earn hp. And second lvl with naga looks impossible
🎤 NoahRo
30. Apr 2019 · 22:44 UTC
@team-on You gain HP by killing enemies. The second level isn't impossible, but it's hard; it's basically just enemy-spam, to show-case some of the sprites.
In the end, the whole "game" is less of a _playable game_ and more of a _show-case of un-polished/un-tested/un-finished features_. We'll hopefully be uploading a playable game in the coming weeks.
Thanks for your time!
StrangerYann
03. May 2019 · 13:21 UTC
I really enjoyed that!
I'm really fond of the soundtrack - and I do mean that earnestly :-D
Also the fact that you can just spam jump when you're next to a wall is daft... and also very entertaining :-P
Good stuff - looking forward to see what y'all will produce in 6 months :-D
Copper_Aardvark_Games
05. May 2019 · 17:31 UTC
I had a great time with this. It was a bit buggy and hard to grasp at first though