Guardian by TheMeorch
Make your way through the unknown as the guardian of a lost child.
Experience multiple phases of the child's life -- each with its own gameplay variations.
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CONTROLS (for customizable controls, check out the post-jam version!)
Q: Move/attack northwest
W: Move/attack northeast
A: Move/attack southwest
S: Move/attack southeast
Z: Turn left
X: Turn right
Spacebar: End your turn
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Red heart icons represent your health.
Green fist icons represent your strength.
Blue foot icons represent your energy -- MOVING COSTS 2 ENERGY. ATTACKING COSTS 3 ENERGY.
To open an exit, find 2 keys by searching your surroundings and defeating enemies.
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Press F to toggle fullscreen (download version only).
Alternate controls for AZERTY keyboards (selectable on the title screen): A/Z/Q/S to move or strike. W/X to turn.
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Update: I've made a post-jam version with a few new options (accessible by clicking the pause icon in the lower-right corner during your turn).
- Remap controls (letter keys only)
- Faster turns
- Restart level
Also, I've added additional movement controls to the arrow keys and numpad.
Experience multiple phases of the child's life -- each with its own gameplay variations.
---
CONTROLS (for customizable controls, check out the post-jam version!)
Q: Move/attack northwest
W: Move/attack northeast
A: Move/attack southwest
S: Move/attack southeast
Z: Turn left
X: Turn right
Spacebar: End your turn
---
Red heart icons represent your health.
Green fist icons represent your strength.
Blue foot icons represent your energy -- MOVING COSTS 2 ENERGY. ATTACKING COSTS 3 ENERGY.
To open an exit, find 2 keys by searching your surroundings and defeating enemies.
---
Press F to toggle fullscreen (download version only).
Alternate controls for AZERTY keyboards (selectable on the title screen): A/Z/Q/S to move or strike. W/X to turn.
---
Update: I've made a post-jam version with a few new options (accessible by clicking the pause icon in the lower-right corner during your turn).
- Remap controls (letter keys only)
- Faster turns
- Restart level
Also, I've added additional movement controls to the arrow keys and numpad.
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.28 | 558 |
| Fun(Jam) | 3.06 | 593 |
| Innovation(Jam) | 3.19 | 482 |
| Mood(Jam) | 3.33 | 411 |
| Theme(Jam) | 3.02 | 923 |
Genuinely loved the ground-targeted enemy attack forcing you to move a certain way. All the sprites and their animations were perfect, too! Loved the teleporting guys. It all just felt 'right'.
Didn't quite get the point of the keys since it seemed like it would be harder not to kill everything before progessing. The mechanic for giving up power to train the child was interesting. Kinda nice to feel the main character growing weaker as a source of difficulty. I usually find this kinda 'moralizing' mechanic a bit trite - I assume the result of not doing it is a 'gotcha!' near-impossible final mission? I've not played both ways, so maybe I'm missing something, but I would assume that means an easier final mission for player who challenge themselves and a hard final mission for players who want an easy time!
Anyway, that's kinda nit-picking. I loved this - easily one of the best game I've played this LD.
Oh! I did have a hard time remembering which button was which direction! I think regular ol' WASD (designating one diagonal 'up') woulda felt more natural. Although that's just a guess!
I think the Q/W/A/S scheme is a bit awkward, consider restrict player only doing action on the facing direction. And IMO it's nice to add some sound effects to it.
Well done!
Interesting puzzles and very engaging, good job dude!
Push :: Execution Error - Variable Get -5.currentKidEnergy(100039, -2147483648)
at gml_Object_obj_spacebar_end_turn_Step_0
I stumbled over the controls initially (the presence of the rotation controls made things a little more confusing too), but eventually got a feel for it.
Conceptually, I like the puzzles, but keep bouncing off the hands-busy-with-baby ones. I'm sure having all these LD games to play is making me less patient than usual, but said puzzles do feel like they could be tightened up a bit. The inability to attack could also be made a little more explicit -- perhaps just by greying out the attack icons -- as I kinda expected him to be able to just redistribute the baby (into one hand/arm-crook, onto the ground, into a bundle, etc) while attacking. I think the slowness (though it works very well for the mood) is also off-putting, patience-wise.
I'm kinda hooked by the minimalist narrative, subtle, world-building and elements of sacrifice, though. Looking forward to checking out the post-jam version after voting's over.