Ecna Lab Breaker by Marvin Chong
Ecna lab, the reverse of balance. Find balance and stability (with your cursor) and fight foes!
Cursor to move and SPACEBAR to attack.
Credits
- Queenie - Visual Art
- Midnight Shadow (Ivan Berlin) - Composer/SFX Artist
- Marvin Chong - Programmer/Animator
- Bird chirping ambience SFX from Logic Pro X
- Game made with Unity
Bug Fixes (October 10th)
- Fix UI aspect ratio glitch.
- Fix bug where hitting dead bodies would retrigger their death animation.
- Fix bug where enemy teleports when attacking.
- Fix bug where enemy is not moving but walk animation is playing.
- Player model walks backwards instead of turning around.
- Enemy model no longer bops when moving (in part to fix the bugs, hopefully we will improve the animation soon)
- SFX slightly softer.
- Music slightly louder.
| HTML5 (web) | https://melodicht.itch.io/ecna-lab-breaker |
| Original URL | https://ldjam.com/events/ludum-dare/49/ecna-lab-breaker |
Ratings
| Overall | 1514th | 2.333⭐ | 23🧑⚖️ |
| Fun | 1520th | 2.048⭐ | 23🧑⚖️ |
| Innovation | 1402th | 2.548⭐ | 23🧑⚖️ |
| Theme | 1222th | 2.976⭐ | 23🧑⚖️ |
| Graphics | 756th | 3.595⭐ | 23🧑⚖️ |
| Audio | 881th | 2.857⭐ | 23🧑⚖️ |
| Humor | 1189th | 2.028⭐ | 20🧑⚖️ |
| Mood | 1292th | 2.763⭐ | 21🧑⚖️ |
| Given | 18🗳️ | 17🗨️ |
The movement mechanic is kind of interesting, but feels a bit out of place in relation to the rest of the game. Once you learn to keep your character at a reasonable speed, there's not much more to it. More focus on the tethering/balance aspect would fit the theme more, perhaps. Or if the way to defeat enemies was to knock them over somehow, too.
The instructions mentioned that faster speeds would do more damage, but without any feedback, I didn't know if I was taking advantage of it or not. (Maybe if the sword glowed a bit? Or the enemies had visible health, or damage numbers appeared? Different animation? etc.) Similarly, a bit of feedback for when I'm about to fall over might be helpful.
Nice job getting the walk animation to look nice. The attack animation looks like the player is hitting themselves though, heh. I think there could be a bit more feedback for when I hit an enemy -- the little stagger animation they play is quite subtle, and I'm not sure if the audio is related, or just random. (But also it seems like my attack actually has huge range and always hits? Convenient, but not really what I would expect.)
Also, congratulations on beating the game @adafheyesh. I forgot to fix the screen scaling for the ending screen there, so I got to get that fixed. Thanks for the heads up!
Controls are hard to grasp, but mechanics are interesting. Indication of speed/falling would be nice, but I assume you already know about that:)
Art and sounds are pretty great.
Good luck!