Oton by unpronounceable

[raw]
made by unpronounceable for Ludum Dare 51 (COMPO)

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A simple little arcade game.

Attack and move by using the WASD or arrow keys. Everything (including you) dies in one hit. When in the air, if you kill an enemy, you get another jump. Your ground pound attack has varying power levels based on how far up you start it. A new wave of enemies will spawn in every ten seconds.

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Ratings

Overall 193th 3.524⭐ 23🧑‍⚖️
Fun 115th 3.643⭐ 23🧑‍⚖️
Innovation 160th 3.5⭐ 22🧑‍⚖️
Theme 462th 2.643⭐ 23🧑‍⚖️
Graphics 379th 2.952⭐ 23🧑‍⚖️
Audio 282th 2.975⭐ 22🧑‍⚖️
Mood 215th 3.3⭐ 22🧑‍⚖️
Given 31🗳️ 15🗨️

Feedback

DrummerManSam
03. Oct 2022 · 14:59 UTC
Moving and slicing enemies feels really satisfying and trying to time the air attacks feels good and a little challenging. The audio fits well with the game and the music is pretty creepy which reminds me of an old arcade game and the game overall is fun!
Lukas0842
03. Oct 2022 · 15:16 UTC
Nice work, it's entertaining and I think with some polishing it could become a great game
Grandblood
03. Oct 2022 · 15:45 UTC
Really liked the movement and attacks. Like how you have to plan attacks to hit multiple enemies. Keep working on it, think it could be a solid game.
arkinrev
04. Oct 2022 · 04:18 UTC
I really liked how deliberate the movement and attacks needed to be. I really liked it. Awesome job!
LDJam user 285197
04. Oct 2022 · 04:25 UTC
Nice concept but the graphics need improving. Also maybe add controls in order to move diagonally through the air as well?
lesinvisible
04. Oct 2022 · 19:45 UTC
I liked the mechanics which you implemented, you managed to capture this feel of the stylized katana fighting. It's enjoable and challenging.
Aaron Smith
05. Oct 2022 · 10:42 UTC
such a clean simple design and it works great! very well done.
Ggross
06. Oct 2022 · 06:09 UTC
It's simple but addicting, well done.
avareii
06. Oct 2022 · 17:59 UTC
Straight up my favourite movement mechanic of the jam. There's a little gap at the peak of the jump where you could probably use some invincibility frames, as I died this way almost every game, but the rest of it is just _smooth_. The graphics and the music/sounds are simple and good enough to support the concept. Having trouble not playing this over and over instead of whatever I should actually be doing _grumble grumble_.

(Also a 'you have a jump' indicator would be nice, because after 10+ horizontal dashes and various jumps it's easy to lose track.)
Serxiolas
06. Oct 2022 · 22:27 UTC
Liked the mood and poses of the main character, interesting jump-down-dash, very effective! Fun to play. I´d liked not to have one-hit-death!! XD
caeonosphere
07. Oct 2022 · 03:09 UTC
Hey, very cool concept here! Love the unique feeling of the movement. Would love to see this expanded with more enemy types, combos and multikills, that kinda thing. Maybe slightly refined controls as well: I sometimes felt like it was inconsistent whether I would kill an enemy at the peak of a jump, or a jumping guy with a stomp, or multiple enemies with a horizontal slash or whether the first one would stop me too soon. This is a great base for elaboration!
🎤 unpronounceable
08. Oct 2022 · 15:51 UTC
@drummermansam Glad you liked it. Was listening to dungeon synth and a streamer playing old Amiga games while working on it which inspired the music. Sound was done with BFXR to generate the base sounds, and then Audacity for pitch shifting to get variation.

@lukas0842 Thanks. Will definitely continue work on it if possible.

@grandblood That was the primary focus I had for this game, glad it worked out as well as it did. Have some ideas on how it could be expanded into a small, but complete, game. Main issue is time and energy.

@arkinrev Thanks for the praise. Mindlessly pressing a button to kill stuff can be fun, but having to plan what you're going to do and then successfully executing it is so much more satisfying.

@j4cko16 Graphics could definitely use some polish. Also more character animations, particles, secondary movement, and background idle animations. Had wanted more of all that but had to make cuts due to time. Diagonal movement was something I had condsidered but didn't have enough time to test to see if it fit well with everything else. Initially felt like it might have been too powerful, but would need to test it to know for sure.

@lesinvisible That's part of what I was going for and glad I got it across. The main character was inspired by Samurai Jack and Kyuzo from Seven Samurai.

@aaron-smith Thank you. I always have to fight against throwing everything into the game when first planning it out. Have to remind myself that it's done when there's nothing left to cut.

@ggross During development I actually had to force myself to stop playing it, and the person who did some playtesting on it also said they wanted to keep playing. I needed my computer back to continue working though.

@avareii Thanks for the high praise. The gap is there intentionally and won't be removed. There are times where there's a purposeful delay in allowing player input to create vunerability. It's part of the game to learn when those are and plan around them. The jump indicator was something that was cut due to time unfortunately. Wasn't able to come up with something I felt would fit stylistically before I had to ship it.

@serxiolas The original plan was not to have one hit deaths, but have it based on launching enemies into the air and doing combos. Wanted to make a 2D spectacle brawler. And while it would've been cool I didn't have the time/skill mix to do it justice in 48 hours, so instead drew inspiration from Kung Fu on the NES and just had one hit kills.

@caeonosphere I had more enemies planned, just had multiple that filled the same niche and cut them due to time. The collision detection definitely needs work, it doesn't feel good at higher speeds. I had to make the player invincible during the downward slam attack because otherwise there's a chance it would register the enemy hitting the player before the player's attack hit the enemy. The base engine separates the rendering and the physics so that may also be a source of the issue.
Hora-Timer
09. Oct 2022 · 10:52 UTC
Gostei do estilo muito bom!
p-r
09. Oct 2022 · 10:54 UTC
I like how simple the controls are but how flawlessly they work, very fun game.
Smooches
09. Oct 2022 · 10:57 UTC
Reminds me a lot of One Finger Death Punch but with more freeform movement. Had a fun time with it
🎤 unpronounceable
09. Oct 2022 · 16:36 UTC
@hora-timer @p-r Thanks. Glad you liked it.

@smooches That was one of the inspirations for it. Didn't have time to make it as stylish though.
ninjacreeper47
11. Oct 2022 · 23:14 UTC
I enjoyed the movement system and animation of the slashes. Fits that "samurai feeling" decently.

I have actually no idea if the theme "every 10 seconds" was implemented in this game. Reading the page description it seems to be the condition for spawning new waves, that felt pretty invisible to me while playing.
LDJam user 299210
12. Oct 2022 · 01:22 UTC
My son had loads of fun playing this! thanks for a great submission!
LePoulet
12. Oct 2022 · 10:48 UTC
Simple but effective gameplay. Perfect for a jam
🎤 unpronounceable
13. Oct 2022 · 11:37 UTC
@ninjacreeper47 The theme tie in is weak, not expecting to score very high in that category.

@soultie @lepoulet Glad you enjoyed it.