Mangiato by Acerio
Mangiato is Italian for "eaten". And is pronounced "Manjato"
Mangiato is a very difficult game about reaction time. There are no patterns in the enemies like normal games, and there is no tutorial. You have to mess around, and be able to react fast! You take the role of a guy made out of sauce, and weird objects around the levels seemingly throw meatballs at you.
Mangiato is about you discovering yourself inside a dream, and to plant revenge on yourself for evil actions you have committed in real life. What have you done in real life?
All contents were made in under 48 hours, but we submitted to Jam because I had someone do the music, which by the way, is amazing! Yes, all of the content is from scratch and were made during the process.
This game is very hard and gives vibes of Meat Boy. A continued version of this game will release hopefully soon.
The design is weird, I know, but weird is cool, right?
Credits:
Acerio (Preston Cammarata) - Art + Programming (http://prestoncammarata.tk)
.:A-MAN:. - Music + Sounds (http://shadelessstudios.t15.org)
Questions:
Any questions, please ask on Twitter @aceriocam or email at aceriocam@yahoo.com or prestotron7@gmail.com
Mangiato is a very difficult game about reaction time. There are no patterns in the enemies like normal games, and there is no tutorial. You have to mess around, and be able to react fast! You take the role of a guy made out of sauce, and weird objects around the levels seemingly throw meatballs at you.
Mangiato is about you discovering yourself inside a dream, and to plant revenge on yourself for evil actions you have committed in real life. What have you done in real life?
All contents were made in under 48 hours, but we submitted to Jam because I had someone do the music, which by the way, is amazing! Yes, all of the content is from scratch and were made during the process.
This game is very hard and gives vibes of Meat Boy. A continued version of this game will release hopefully soon.
The design is weird, I know, but weird is cool, right?
Credits:
Acerio (Preston Cammarata) - Art + Programming (http://prestoncammarata.tk)
.:A-MAN:. - Music + Sounds (http://shadelessstudios.t15.org)
Questions:
Any questions, please ask on Twitter @aceriocam or email at aceriocam@yahoo.com or prestotron7@gmail.com
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.32 | 431 |
| Audio(Jam) | 3.33 | 287 |
| Fun(Jam) | 3.36 | 317 |
| Graphics(Jam) | 3.38 | 534 |
| Humor(Jam) | 2.51 | 685 |
| Innovation(Jam) | 2.57 | 850 |
| Mood(Jam) | 3.16 | 494 |
| Theme(Jam) | 2.69 | 959 |
The controls, the wall jumps, the text over heads, the changing colors, there are great. Personally pick!
I think the other issue with how walljumping is introduced is that there is nothing in-game to suggest that the player has that capability. If the character squished up against a wall a little bit when the player presses against it, that would help to visually suggest that the character is getting ready to spring off of that wall.
My favourite detail was the platforms how they had the moving fur and changing colour. It was a nice touch.
I liked the graphical style and the audio was simply excellent. I felt the link to the theme was extremely weak, present only in a tacked-on story and being hard to justify even there (they hate me -> therefore I am a monster? That's quite the leap of logic there).
I did read the description (I always read the description before playing to judge). My point was that the game wasn't based on the theme and even the way the story implements the theme feels awkward (he is a monster because...why exactly? What did he do to deserve being considered a 'monster', despite apparently feeling immensely guilty about whatever it was?).
You also do realize it wasn't heavily influenced on actual monsters. I focused on Google's definition of monster. Which you should check out :)
I talked about in IRC and everyone agreed that it was a good way to go about the theme without straight up being a monster. It's not really the traditional monster that eats people and shit. Because that's not the definition of "monster" according to Google.
And despite not really being "evil", I did hint it a bit in the extremely vague story. It's a very vague and weird story, and apparently a lot of people enjoyed that it was weird. But I tried very hard not to make it a game that was about your stereotypical "monster". A monster is not a villain, though can be referred as one in most cases
Also I find that the ennemies lacks a pattern, making it to progress when you do the level for the umpfteen time. Good job anyway ;D
Pros:
Fun game mechanics
Solid iteration between levels
Smooth difficulty curve
Cons:
1. Your levels should completely reset on death. Sometimes when I started a level, I got shot with two meatballs, sometimes one, sometimes not at all. With skill based gameplay, it's important to give the same challenge every time your player begins.
2. Your controls are a little... floaty, I think is a good word. Basically, the controls feel inconsistent.
Those being said, I would buy a full version of this game. Excellently done.
I understand what you were trying to do. If the game was about Adolph Hitler having a nightmare about being in a concentration camp, a dictator being chased by his army, or a loan shark being attacked by his money and the poor people he got into debt, I would have liked the interpretation of the theme.
The big issue here is that we are only directly told it's supposed to fit the theme. ("He later realizes it's because of his actions in real life that made him seem like a "monster", and he was giving revenge on himself as punishment in a dream.") However, it has little relation to the game's actual events; he could just be having a random nightmare for no reason, or he could be punishing himself for overeating. How do you get self-punishment from avoiding meatballs in a dream world? Why assume he's a monster when there's nothing in the game remotely hinting you towards that (other than a direct statement 'oh yeah, he's a monster').
For higher theme scores, I also expect the gameplay to be related to the theme. Why did you go with a platformer focusing on avoiding projectiles to represent a monster punishing himself? For an obvious example of gameplay inspired by the theme, in Last Chance for Bernie (http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=49432) the game mechanics were chosen specifically to reflect the options and objectives enemies in the Mario series have. Your mechanics, on the other hand, seem like they're chosen just because you wanted to make a platformer or because you're best at making platformers. As a result, you could almost always make it 'fit the theme' by just replacing a couple story lines; for LD32 you could argue the meatballs are unconventional weapons, for LD30 you could argue he entered a parallel dimension, for LD29 you could argue he found a magical area underground (or that it takes place in his subconscious), and so on. The game has so little to do with the theme that they can be cleanly separated.
I suppose you're right, but that argues against my point of it being vague.
My point of it being about Google's definition of monster still stands. Here, I'll copy and paste it for you.
an imaginary creature that is typically large, ugly, and frightening.
My character is a parody of Meat Boy, who's name is Sauce Boy. The meatballs are just a joke my friend came up with, because Spaghetti. You could just ignore that. But being a character who's weird looking (ugly) and mythical makes him a monster, by definition.
I totally get where you are coming from, and you are right, I could have done MUCH better in the theme section. Thank you for your input, and I will know this for next time. I just went by my own interpretation, the example you argued about was just a small section I did just because, even though that wasn't what I was going for.
Thanks though, I really appreciate it :o
A couple of basic tweaks tho :
- rocks are REALLY too dark since you have a dark background
- checkpoints in general should be safes spots
- the camera is maybe a bit too close
Once you understand how walljumping works, it becomes fun.
Could use a quick tutorial or some kind of animation for clarity.
(also, pressing r shouldn't reset the level to the start, but to a checkpoint!)
@Flygamer101
Not sure which, but I definitely know of the issue.
great job was done and a nice game as a result!
Still a lot of fun though, looking forward to a full version.