Shaman Flower by SaintHeiser
[DESCRIPTION]
Your purpouse is to grow up flower to the light.
Collect money for score.
Powerup yourself with weapons.
Watch out sun level and wet level. Use necceasry shaman to refill sun/rain level
Your purpose is REACH THE SUN!
[CONTROLS]
LEFT/RIGHT - walk
DOWN - siwtch character
Z - jump
X - shoot
"+" - gamma+
"-" - gamma-
XBOX also avaliable
You can change controls in main menu too...
NOW YOU CAN ALREADY PLAY, but if want to get more info, it's bellow.
[CHARACTERS]
Sun Shaman
- Double jump
- Gauge SUN level
- Weapon represented as ammo clip which needs reload
- Can collect CLOUD bonus
- Can collect SUN HP bonus
- Can burn CANDLE on background
Rain Shaman
- High jump
- Gauge RAIN level
- Weapon represented as automaticaly regenerated energy
- Can collect TORCH bonus
- Can collect RAIN HP bonus
[WEAPONS]
Sun Weapons:
SUN PUNCH - limited range punch
FIREWORK - shoot 6 powerful fireworks like "FAN"
SUN LIGHT - shoot Sun which burns everything in area
LIGHT BEAM - can be used on ground only, creates powerful BEAM
SUN BURST - shoot fire sphere which bursts with deadful gas at area
Rain Weapons:
ELECTRIC BOLT - shoot electric bolt which explodes with short electric field
SPARKS GUN - rapidly shoot the sparks
VOLT SHIELD - limited time electric melee attack shield, which also protects from bullets
HOMING REEL - close to flower lightning attac which moves horizontaly on player
HEX CHAINER - shoots the electric ball which cplits onto 6 bullets (chain reaction actually)
[BONUSES]
MONEY - adds 100 score
CROWN - adds 5000 score
WEAPON - adds sun/rain weapon or +1 sun/rain weapon if you already have it, or +10K score if you have max hp
CLOUD - adds +5 to rain level
TORCH - adds +5 to sun level
CANDLE on background - very fast gauge sun level and adds 100 score each second
YELLOW SUN - adss 1 HP to sun shaman
BLUE SUN - adss 1 HP to rain shaman
Your purpouse is to grow up flower to the light.
Collect money for score.
Powerup yourself with weapons.
Watch out sun level and wet level. Use necceasry shaman to refill sun/rain level
Your purpose is REACH THE SUN!
[CONTROLS]
LEFT/RIGHT - walk
DOWN - siwtch character
Z - jump
X - shoot
"+" - gamma+
"-" - gamma-
XBOX also avaliable
You can change controls in main menu too...
NOW YOU CAN ALREADY PLAY, but if want to get more info, it's bellow.
[CHARACTERS]
Sun Shaman
- Double jump
- Gauge SUN level
- Weapon represented as ammo clip which needs reload
- Can collect CLOUD bonus
- Can collect SUN HP bonus
- Can burn CANDLE on background
Rain Shaman
- High jump
- Gauge RAIN level
- Weapon represented as automaticaly regenerated energy
- Can collect TORCH bonus
- Can collect RAIN HP bonus
[WEAPONS]
Sun Weapons:
SUN PUNCH - limited range punch
FIREWORK - shoot 6 powerful fireworks like "FAN"
SUN LIGHT - shoot Sun which burns everything in area
LIGHT BEAM - can be used on ground only, creates powerful BEAM
SUN BURST - shoot fire sphere which bursts with deadful gas at area
Rain Weapons:
ELECTRIC BOLT - shoot electric bolt which explodes with short electric field
SPARKS GUN - rapidly shoot the sparks
VOLT SHIELD - limited time electric melee attack shield, which also protects from bullets
HOMING REEL - close to flower lightning attac which moves horizontaly on player
HEX CHAINER - shoots the electric ball which cplits onto 6 bullets (chain reaction actually)
[BONUSES]
MONEY - adds 100 score
CROWN - adds 5000 score
WEAPON - adds sun/rain weapon or +1 sun/rain weapon if you already have it, or +10K score if you have max hp
CLOUD - adds +5 to rain level
TORCH - adds +5 to sun level
CANDLE on background - very fast gauge sun level and adds 100 score each second
YELLOW SUN - adss 1 HP to sun shaman
BLUE SUN - adss 1 HP to rain shaman
Ratings
| Coolness | 100% | 1 |
| Overall | 4.10 | 28 |
| Audio | 3.83 | 63 |
| Fun | 3.96 | 38 |
| Graphics | 4.25 | 52 |
| Humor | 2.84 | 269 |
| Innovation | 3.76 | 131 |
| Mood | 3.96 | 41 |
| Theme | 4.08 | 173 |
Very good job! Quite subtle use of the themes also :-).
Also it's quite a complex game for a compo entry. Takes a few plays to actually understand everything that's going on.
And thanks for the linux version! :-)
There is too much going on at the same time. You are trying not to get crushed, avoiding spikes, dodging enemies and killing enemies. At the same time, you are collecting clouds and torches, picking up healing items, touching weapon upgrade things and grabbing score pickups. This all is done while repeatedly switching between two characters with significantly different gameplay, which can both independently switch between weapons. Interface-wise, you have to keep track of the sun gauge and the rain gauge and your health while you're doing all this. It's just way too much to handle in a fast-paced game like this with no breaks between the action sequences.
Feedback also seems slightly lacking; though I generally grasped what was going on, it wasn't entirely clear to me when I was hit (there are too many things going on at the same time - was that the enemy being crushed just now or did I get hit by the enemy?), and I could never get a grasp on how much health I had left (it's only subtly visible all the way at the top of the screen; I am not reminded of it when I am hit and there are no audio cues telling me I'm about to die). Similarly, I never really knew where the sun/rain gauges were at unless the platform was stopped and I had both the time (not much going on) and incentive (something's wrong, must be the gauges) to check it out. Audio cues might have helped here.
The weapons seem extremely inconsistent. Some weapons completely obliterate everything, while others seem to hardly do anything even if you spam them in the enemy's face. Combined with the 'one weapon at a time' replacement mechanic, this leads to situations where one moment you're destroying everything and the next moment you're suddenly utterly helpless. You're screwed in particular when both of your characters have a weak weapon.
Although for the most part the level generation was great, never feeling dull, there were some weird designs, notably parts where you apparently can't grab a weapon without being crushed? There was also this weird inconsistency where on some designs you could move up by jumping, while in other designs your high jump just wouldn't reach. It also seemed a bit strange how much superior the Rain Shaman's jump was to the Sun Shaman's; even a perfectly executed Sun Shaman jump doesn't reach as high or far as a Rain Shaman jump. Jumping as the Rain Shaman always seems preferable.
The distance goal seems ridiculous. Rather than not being able to survive to that point, I don't think I can play for that long in a single session without getting bored; it seems like it would take way too long to get there. Particularly with the non-stop action without any breaks, I don't think I would want to play for that long in a single session. The difficulty also seems too unforgiving in an inconsistent way; I can get hit by enemies many times, but a single positioning mistake getting me crushed ends the game immediately. If the game is intended to be that long, that's just way too harsh. Instant death becomes exponentially harsher as more progress is lost by it.
Still, all of this is just nitpicking, issues that keep this from becoming an 'amazing game' rather than just a 'great game'. The graphics and audio were great as always, and it was fun to play.
It's very challenging, too, which is great! I will be keeping this one on my computer to play for a long time, trying to beat it!
It did seem like the level was very long though. That would be my only criticism. Overall great work!
Very fitting artstyle and music.
Not much more to say. ;)
Really super nice work.
I feel a bit bad because i've only reached 15% so far but i'll play again later for sure.
Congrats.