Floppi's Relic Run by epb9000
Beat-the-clock item collection game. A little less content than I was originally planning (e.g. level-obstructing relic gates, another large level), but that's generally how these sorts of things go.
Synopsis: You're flung into some alternate space/time plane presumably far in the future, and an entity there says that they can send you home after clearing a certain number of relic gates. They can only be opened by collecting ancient relics. (Stone wheels, vaccuum tubes, and arrow heads were all I managed to add in time.) The world itself is not dangerous, despite my intentions to add more obstacles, but there's a catch. Your time in each sector is limited because you've kind of been turned into a floppy diskette and are operating on borrowed power.
[Update: Yeah, it'd probably help if I linked to a Windows Build that actually contained the game assets. Updated the Windows link.]
P.S.: I'm sorry I didn't get to include a pause or mute button. I really wanted to, but needed to have actual levels. Which I 'finished' 25 minutes before the deadline.
Synopsis: You're flung into some alternate space/time plane presumably far in the future, and an entity there says that they can send you home after clearing a certain number of relic gates. They can only be opened by collecting ancient relics. (Stone wheels, vaccuum tubes, and arrow heads were all I managed to add in time.) The world itself is not dangerous, despite my intentions to add more obstacles, but there's a catch. Your time in each sector is limited because you've kind of been turned into a floppy diskette and are operating on borrowed power.
[Update: Yeah, it'd probably help if I linked to a Windows Build that actually contained the game assets. Updated the Windows link.]
P.S.: I'm sorry I didn't get to include a pause or mute button. I really wanted to, but needed to have actual levels. Which I 'finished' 25 minutes before the deadline.
I can see the potential for some very challenging levels if you were to implement some of the other ideas you had. As it is, though, I only made it to level 4 anyway (can that level be beaten?).
The only thing that frustrated me a little is that you had to go over the pickups with the shadow of the character. Felt like just touching them with the disk would have been enough.
Character moved really smoothly and the collisions with walls were nice. Would have loved WASD controls, though.
In general, though, well done.
Is that supposed to be the Japanese character for "old" on the disc? 古 <- that one?
It's a nice game. It looks properly polished too. I think it needs more challenge though. As it is, the gameplay consists of finding the optimal route through a maze that's not all visible. As a central gameplay element I find this a bit limited. You could add some enemies / moving objects to make the gameplay more interesting.
Regarding the collection collision box on the character, I'd have to agree... especially after watching the girls struggle to collect the items.
Four is beatable, though probably more difficult than 5.
@kfischer_okarin Thanks for the note about the music, that validates the time I spent on it. :D
And, yes it is supposed to be the kanji character for 'old.' Though I feel like writing it with a mouse was a little beyond my skill level, haha.
@loveapplegames Thanks for checking the Linux port. It worked on the girls' computers, but I wasn't 100% sure it would work on other setups.
Indeed, there needs to be more to it. There's a submission called "rm -universe" ( @LCMW_Spud ) that featured a mechanic where traversing certain areas reduced your health. I think it'd be cool if I had areas that reduced your relic score when you crossed them so you'd have to choose judiciously which path you take. (Perhaps even killing you if you crossed the zero threshold.)
You forgot one red wall in level 2, maybe it is one of those extra walls to the right in the last level? ;)
I like the hexagonal tiles, did you program the collision detection for that yourself? I have the feeling that you wanted to try out writing a game with hex tiles?
One technical thing, the background image is not wide enough, I had my window maximized and the right third of the background was just gray :)
I have to admit that I didn't write any of the collision code, as that was provided by Godot. I picked hex tiles as I felt they fit with the atmosphere I was going for. They did add some... complications, but I think it was worth it.
Thanks for the note on the background too. I thought I'd expanded it enough, but apparently not, hehe.
@mpe3us : Thanks, I spent a bit more time on the music than I was intending, so I'm happy it wasn't driving people nuts.
Runs smoothly on MacOS X.