Expect Nothing by Domino Marama
I didn't expect to finish this game, will you? Start with nothing, looking for something, anything to end up with everything.
"Expect Nothing" is a deceptively simple platformer that can be played at a leisurely pace, but really shines and frustrates when you try and speed run.
WASD/Arrows to control. ESC for pause menu.
The player is basically a spring and a wheel, and the controls change to the appropriate mode for the grounded part when you release all keys.
Wheel mode controls are A-D to move left and right, and W rotates clockwise, S counter clockwise.
Spring mode controls are A-D to rotate and S to arm the spring.
This is my first ever game jam and I'm surprised I finished it after spending the first day and a half working on character rotation. I went in with zero expectations, just what seemed like a good idea for the theme and somehow came out with a game. I'll probably continue to work on this as I ran out of time long before fitting all my ideas in..
Note: sound has a problem with repeating sounds, this has been fixed in the post jam preview edition.
NOTE I've now got a post jam version up for testing at http://dominodesigns.info/games/ExpectNothingPreview/
That is really the version I'd like feedback on as I changed my entry to unfinished due to all the bugs I had left in and features I'd left out that stopped it feeling like a finished game.
Ratings
| Given | 16🗳️ | 7🗨️ |
I've checked my code and can't figure out why the letter collector resets in a build when it works fine in the editor.
I've done a playthrough video https://youtu.be/rea2f6DGLIQ for anyone interested in what the game should have been.
Thanks for playing and the feedback. The controls are supposed to be a little frustrating (part of the "Expect Nothing" theme), though on watching my play though I did realise I was stopping to think what button to use a little more than I intended.
The player is basically a spring and a wheel, and the controls change to the appropriate mode for the grounded part when you release all keys. So wheel is A-D left and right, W-S rotate and spring mode is A-D rotate and S arms the spring.
It does perhaps need some visual indicator adding for those close cases where you can't tell if it's wheel or spring mode, but W is a safe key to press to find out - if it does nothing it's spring mode, in wheel it's a safe rotate.
My original plan was to use W in spring mode as the 'Something' upgrade to change the spring to a stick for spearing / bashing enemies. Yet more features that I ran out of time before adding.
Your Antexander game looks interesting but I've only got Linux machines, so sadly can't play it.
Give me a sec and I'll do a Linux build ... just for you ;)
I'm going to take my time now and work towards a polished release, but if you did want to try the improved version, I can put up a build somewhere.
I can't believe how many hours it took to find this random audio "bug". I lost over half a day during the jam and more since. I guess I exported all rather than selection in Audacity. So easy to overlook the obvious sometimes.
If you do get chance to play again, I'd appreciate hearing if the changes make it more playable for you.
Overall a very nice idea with a good attempt of making it in that short amount of time. Some more work on it and it would be a really lovely game to play!
I've added a scanner to show nearest collectable which should help with navigation while learning the level. It doubles as an indictator for wheel / spring modes which does make things more predicatable too.
Originally I did plan a more traditional platformer, but hit on the idea of one big level with a dropping floor to open up new areas. As the floor drops you get a bigger spring so the available platforms tend to increase upwards and downwards at the same time. It was a jam hack to save time on level design / testing but revisiting the same areas does help with learning the layout and in the end I think it improved the game.
The game is really designed for speed running, not the slow I'm lost, there's nothing, exploration that first impressions give. Things like which order to collect things can make big difference to your time and that only comes out with repeat plays unfortunately. I certainly enjoy playing it (I'm under 6 mins to complete the game now) though there are still a few things I want to improve. At least the known bugs are fixed now :)
Thanks for playing and taking the time to give feedback.