Enhanced by Hermitao

UPDATE:
Launched updated post-jam version with a few fixes and changes.
Changes:
Added a Linux version (untested)!
Added the ending! (We didn’t manage to implement it in time during the jam),
Fixed punching inconsistency,
Player now has far more health and increased his range of attack,
You now need to clear the room to advance to the next one,
You can hold the attack button to combo (no more mashing the mouse or controller button),
A few other minor fixes
Controls - Gamepad recommended (but not required)
WASD or controller thumbstick - walk around
E/Space/A on Xbox Controller/X on Playstation - Dash
Left Mouse Button/X on Xbox/Square on Playstation - Strike
Esc or start button - Pause the game or return to Main Menu
Use the mouse to navigate the menus when needed.
Important sidenotes
Go to the lights on the floor next to the walls to change rooms, as there is no indicator of the way to go.
You might need to try a few of the doors to find another room, but the rooms are generated to the top and to the right most of the time. If you die, press ESC and go to the menu to restart (click the button with the mouse). You can skip the intro by pressing pressing the dash or attack button in either the keyboard or controller after you've seen it once (and you can also press l if you want to skip it the first time, if you don't want to see it <:C).
We haven't managed to finish the end part of the game, but, consdering everything goes right, we're planning on releasing a version with most of the things we planned at the start of the jam in a few days just so we can show what we planned and with a few important fixes, so if you happen to like it, stay tuned!
Have fun and thank you so much for checking our game out! Happy jamming!
Credits -
Hermitao: Code, Audio, Music and Game Design.
Greon: Art, Level and Game Design.
| Link | https://growdawm.itch.io/enhanced |
| Link | https://growdawm.itch.io/enhanced |
| Original URL | https://ldjam.com/events/ludum-dare/49/enhanced |
Ratings
| Overall | 893th | 3.417⭐ | 26🧑⚖️ |
| Fun | 1023th | 3.167⭐ | 26🧑⚖️ |
| Innovation | 1213th | 2.854⭐ | 26🧑⚖️ |
| Theme | 1373th | 2.667⭐ | 26🧑⚖️ |
| Graphics | 142th | 4.38⭐ | 27🧑⚖️ |
| Audio | 62th | 4.188⭐ | 26🧑⚖️ |
| Humor | 832th | 2.773⭐ | 24🧑⚖️ |
| Mood | 124th | 4.104⭐ | 26🧑⚖️ |
| Given | 19🗳️ | 25🗨️ |
Usually for game jams it's better to focus on an idea and try to find some fun/interesting things to do with it, like a prototype. Developing too much art first without something underneath is not usually the best way to develop games.
Nevertheless, I wish you good luck with it!
But I can't play normall, because robots are very strong
@michael-grieshofer I definitely agree with you on the overscoping point! Hahahha. Thank you for the feedback!
@reditect Thank you! Yeah, I noticed that issue with the punches too and (hopefully) fixed it in the updated version. It was due to a very funny bug, actually. Wish we had the time to add more indications to what to do to progress and which way to go, but as Grieshofer pointed out, we overscoped and ended up not making it in time. Thanks for the feedback!
@jabsatz Thank you for the advice and for the good wishes!
@rollcreators Thank you! We agree, I tried to balance the game a bit in the updated version.
@bak Thank you!! Yeah me too, shame we didn't have much time this jam and overscoped a little anyway. The updated version is slightly more complete, at least!
@wassim Thank you!! Actually our idea at the beginning was that the player character is very unstable due to the experiments made with him, and he would frequently change between different forms, mostly involutarily (think about the game Prototype). However, we overscoped a little and so that had to be cut out.
@jeinzi Thank you so much for letting us know!
The problem with realizing the first door is a door I think is due to the texture behind the light bar looking the same as the wall (yellow and black stripe). I instinctively though this was wall and avoided it, I even tried to go into the gap between the door and the wall above it as that looked inset, I accidently bumped into it and then realized it.
I don't know if you want feedback but I'm gonna go ahead and drop a couple of suggestions anyway:
* would be nice to indicate which are locked visually (red bar should do the trick);
* a notification when you clear the room would be nice (a ding, an onscreen message, etc...) because some rooms are quite big and dark;
* visual health representation for enemies (different sprites maybe);
* and yeah more things to punch and do :)
I had some issues with moving the character. A single keypress seemed to move them too far and it was difficult to line them up with things. It would occasionally lag in movements/interactions and glitched when dealing with the robots. Consequently, I only got as far as the second room.
As I say, I'm pretty sure this wasn't the same experience that others had so I'm not going to be critical of it. Unfortunately, I'm not able to play the Windows version to compare.