Data Heist by hunttis

[raw]
made by hunttis for Ludum Dare 53 (COMPO)

Heist the data from the train to win!

UPDATE: Created a post-jam version where the only change is adding a Restart key ('R'), no more need to reload the page to try again!

Controls:

Arrow keys: move.

Up: jump. Up again in the air to double jump

Down: Stomp while high in the air.

Space: throw stars. Pressing up or down while pressing space will throw the star at an angle.

You can also grab walls. You can jump while grabbing a wall as well.

Screenshot 2023-04-30 at 22.23.12.png

Screenshot 2023-04-30 at 22.24.26.png

Used the following:

Godot (3.5.2 because I understood that Godot 4 has some issues with the HTML export.)

Pixaki on the ipad for graphics

Chiptone for sounds

Whew, hadn't made a Compo category game in ages! So little time, so much to do, so much feature creep and bad time management :laughing:

Ratings

Given 0🗳️ 0🗨️

Feedback

Netrunner Nobody
01. May 2023 · 03:40 UTC
Definitely could've benefited from tighter scope: a little more focus on making the movement mechanics smooth and buttery. I feel the health system made both the player and the enemies a bit more of bullet sponges than particularly enjoyable.
LDJam user 259859
01. May 2023 · 03:44 UTC
The art style is really cute, I appreciate the enemy and player sprites! However, the art style overall is a little weird, usually with pixel art, a uniform pixel size is better, especially with the differing size of the particles. In a platformer, usually you'd want to enable restarting without refreshing the webpage ^^. Good job!
Pizzasgood
01. May 2023 · 04:21 UTC
Having to reload the page when I died was annoying. Otherwise I liked this a lot. The wheels were great, and being able to stomp to dodge bullets in mid-air was fun.
🎤 hunttis
01. May 2023 · 06:31 UTC
@netrunner-nobody Cheers for the comment. I was pondering whether I should make the throwing stars auto-aimed, so that they would always go at the nearest enemy, but didn’t have time for it (also, might’ve made the game too easy)
🎤 hunttis
01. May 2023 · 06:33 UTC
@kent-lizardo Aww, really happy you liked my coder graphics :smile: When I drew the graphics. I noticed that the player and enemy graphics are way too small. They need to be at least double the size, so as a TEMPORARY fix, I just scaled them to twice the size. At the end, the graphics ended up as is as I had to choose priorities :sweat_smile:

Yeah, I felt pretty bad releasing the game without a proper restart, but… it is what it is :smile:
🎤 hunttis
01. May 2023 · 17:17 UTC
@kent-lizardo Made a post-jam (post-compo?) build where the only change is adding a restart key. I don't feel like fixing other stuff fits into the post-jam build. This is something that just makes it easier to retry and doesn't really affect the game otherwise :)
kankje
03. May 2023 · 14:37 UTC
I think this could have benefited a lot from slightly deeper platform mechanics such as coyote time but of course in compo you have very limited time to implement that kind of stuff. Otherwise a fun entry, I liked the sprites 😊
arron-fowler
05. May 2023 · 14:54 UTC
As said before lots of good stuff pulled of well. The movement lets it down a little. It needed more juice so that navigating the levels felt more fun. What you did do well was make the levels feel thought through and I did enjoy it.
deformhead
05. May 2023 · 17:28 UTC
For a Compo, great job on the AI of ennemies! :robot:

I manage 2 to 3 times to go outside the train when I shouldn't (I think) :see_no_evil:.

Really good platformer, good game!
zundou
14. May 2023 · 06:38 UTC
The power of the train and the background graphics was particularly striking :)
Corrupt Spaghetti
18. May 2023 · 20:02 UTC
With some more polish, this could be a great game! It would be cool if the player could go through the hole in the front of the train to sneak around the enemies.