hARBOuR by Aurel Bílý
A simple platformer where your mission is to collect nutrients to save the last tree in the world.
Choose a droid to send outside the pod to get started, but be careful - your battery power is very limited.
Not very happy with the final product, time got to me too soon. But much better than submitting nothing. :)
= Controls =
Arrow keys - movement, up to jump and DOUBLE JUMP
A - shoot, menu action
Choose a droid to send outside the pod to get started, but be careful - your battery power is very limited.
Not very happy with the final product, time got to me too soon. But much better than submitting nothing. :)
= Controls =
Arrow keys - movement, up to jump and DOUBLE JUMP
A - shoot, menu action
| Web | http://ludum.thenet.sk/ld34/ |
| Source | http://ludum.thenet.sk/ld34/harbour_src.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=1645 |
Ratings
| Coolness | 89% | 2 |
| Overall | 3.26 | 456 |
| Audio | 2.58 | 509 |
| Fun | 2.83 | 703 |
| Graphics | 3.89 | 133 |
| Humor | 1.97 | 643 |
| Innovation | 2.44 | 840 |
| Mood | 3.36 | 228 |
| Theme | 2.91 | 890 |
That kind of thing.
I really liked your art style, and the character animations.
1. It was hard to see where I could and couldn't go sometimes. Using more contrast between platform/non-platform would have helped
2. Looks like a few of us (myself included) had trouble with jumping. There's a couple different things you could do to make it better. One thing you could try is to not make the jump variable - make it so that the user always jumps the same height regardless of how long they press the jump button. They can get the highest jump by correctly timing the double jump at the top of the first jump. Another option (if you want to keep the variable jump height) is to make it so that tapping the jump button guarantees a minimum jump height. For example, let's you can hold the jump button for up to one second to get the tallest height. If someone taps the jump button for a tenth of a second, pretend they're pressing it for half a second. If you're going to keep the variable height jump, you might also want to reduce gravity to give the player longer to react. Or, you could make them float for a tenth of a second or so when they let go of the jump button to give them time to double jump without falling too far. Good luck!
my little tip for you: make sure the same sound effect isn't played more than once at the same moment.
Jumping was kinda difficult and I thought that getting the orange and green orbs would add energy and shield to me.
Great idea for the lives being three characters!
I have some feedback regarding the jumping/platforming -- first, it took me way too long to figure out I could jump twice, I thought I was getting the timing wrong. This could be fixed pretty simply by putting a double-jump-high platform in the main area and a decal in the background with two up arrows (or something like that, if you wanted to avoid being too explicit.) Second, and this is perhaps more of a subjective suggestion, so take it with a grain of salt: the way the jumping/gravity seems to work now is a constant velocity up, then switch direction at the peak and fall with a constant velocity. I found this a little jarring, you might want to experiment with constant negative acceleration for gravity, and the jump being an instantaneous upward acceleration. Again, this is just my own taste -- to play devil's advocate I like it when things disregard the norm, also!
Overall this felt really polished for something so ambitious. I would love to see where this goes if you keep working on it!
I really liked the graphics. The audio however was agonizing and the controls, especially jumping, were pretty rough. The exit triggers didn't seem to work initially and it took me some time to figure out I could double jump (a notion on that would've been great) - only to finally get the lower exit working, which didn't require double jumping at all.
Also had a lot of trouble recognizing when I was loosing energy. I lost those two humans rather suddenly - first due to water, second due to ... I don't know? Was missing more feedback beyond the bar going down.
I had no idea that I could double jump for the first three minutes of play and did not understand that I was supposed to head right to fight mushroom monsters.
The graphics are beautiful, and the art style is pretty sweet! :)