Dante's Refrigerator by josephdevelops
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Features:
- Gamepad and keyboard support
- 100% original animation, art and music
- Environment score interaction
- Snappy gameplay
- Unique two character gameplay mechanic
- Sleek 80's aesthetic and color pallet
- Modern quality of life conventions
- Hilarious, yet engaging, dialogue and plot
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Story:
Two anthropomorphic ice cube babes were sitting around happily, minding their own business with their meatball boyfriends. Then.. BAM ... out of nowhere comes this giant hand and it snatches up the meatball boys.
Join the ice cube girls as they journey from the heights of the freezer to the depths of the vegetable drawer. Will they be able to save their precious beefcakes? Play to find out!
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https://youtu.be/bm6HAZPllTA
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| Link | https://mauigamestudio.itch.io/dantesrefrigerator |
| Original URL | https://ldjam.com/events/ludum-dare/48/dantes-refrigerator |
Ratings
| Overall | 871th | 3.54⭐ | 64🧑⚖️ |
| Fun | 651th | 3.508⭐ | 64🧑⚖️ |
| Innovation | 646th | 3.444⭐ | 64🧑⚖️ |
| Theme | 960th | 3.615⭐ | 63🧑⚖️ |
| Graphics | 935th | 3.661⭐ | 64🧑⚖️ |
| Audio | 932th | 3.172⭐ | 63🧑⚖️ |
| Humor | 168th | 3.833⭐ | 62🧑⚖️ |
| Mood | 1013th | 3.434⭐ | 63🧑⚖️ |
| Given | 68🗳️ | 127🗨️ |
The main one is the inability to change the character at any time. If a character is already in the process of an action, it becomes impossible to change him to another, you have to wait for the end of this action and then only change.
The music is not looped so from the end of the track we play in absolute silence.
A big plus is convenient and responsive game control on the gamepad
P.S. It would be desirable to make at least a minimal visual designation of the selected character.
The artwork, score, and little gameplay twists with the gelatin travel points were all incredibly well done. Props to your team for pulling this off!
It might be WebGL, or it could be WebGL specifically on my system (I run Linux now, so not sure if that makes a difference-- this is way out of my field of expertise.
After all, I enjoyed playing the game. Very cool fighting animations btw.
Oh, nice mentioning of **the theme** there, very subtle ;-D
So the first time there is this door that toggles between the upper and lower areas, I killed this thing and for some reason that dropped the door, then my green character got stuck forever and I had to restart the game. This seems like a bug?
The visuals are awesome and the music is cool. The cut scenes really remind me of the good old days :-)
The controls give me the feeling of not being in full control. I cannot switch characters until they are steady on the ground, I know why you did this programming wise, but it would be nice if the transitions were smoother. Along with that, some kind of visual or audio feedback as to which character is the active one would have been great.
Man, I really love these animations. The levels are clean and simple visually. The background graphics could have beem more advanced given more time than a jam gives you, I see you have the ability to create really cool pixel art and I appreciate that a lot.
Finished the game, yay! Everyone is happy again :-D
This is a really cool game, everything fits together really nicely. What a great job, congratulations on this entry and keep up the good work!
No big problems for me. The only slightly annoying thing I found was that you go back up when returning in the jelly by accident, but heh not even a big deal.
I wished they were more puzzling interactions between the two characters but 72 hours.. we all know.
Bravo again! thanks for sharing your work!
* Indicator for which character is active
* Swapping character mid action/elevator would be a good addition (esp for speed running)
* Sound effects would be great, though understandable under time conditions ;)
I think you've got a great idea going here, and would love to see where it can go!
I'll have mostly the same feedbacks that were already made:
- being able to swap mid action would be a nice addition
- press a key to use the elevator instead of just running into it as you do not always want to use it
- visual indicator for active character but I think it becomes less important if the switch can be done anytime as you know when you switch characters
Great game overall, the gameplay was really smooth aside from the switch and I really enjoyed the cutscenes
Movement is pretty solid, it's a little iffy in some places and hit detection could be tweaked a bit more. I'm surprised the characters have a pushing animation when there's nothing to push/use that with but it is nice extra animation which makes the characters feel more alive. The greatest thing in the game to me is the feel of kicking, especially kicking in the air. There's something very satisfying about that and I almost think you could make an entire game around that/fleshing out the combat.
The only crit I have for the game is the lack of SFX, especially with the regards to switching character. Some kind of animation along with sound effects would have really signaled when you had switched character, at the very least some SFX would have done a really good job of that. It's minor though, and if you polished it more after the jam I think wouldn't be too much work to do. Perhaps you could even add some goofy 80s saturday morning cartoon style voices for cutscenes too, food for thought! (meatballs in this case :D)
Overall solid entry and great job.
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what he said.
Interesting take on the theme. Sometimes the controls were unresponsive. Could use some input buffering or something.
Like some earlier comments, I would have liked some kind of audio or visual indicator of which character is active or at least when I switch. Also, the platforming mechanics could use some improvements. It felt like the pushing mechanic got in the way for example.
Overall though I enjoyed the experience.
I've decided to release the assets used in this project for free on itch.io. Assets are ready to be downloaded by all:
https://mauigamestudio.itch.io/platformer-assets
PS: Don't forget to follow my itch. I have a lot of great projects coming up.
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