Whimsical Monster Mind Melting Fun-Time by Tango172
Run around as UR the monster, who is being held captive, locked away in a deep prison cell. Possess the guards to aid in your escape. This is our first LD Jam entry and was made as a team of three.
Google Drive:
https://drive.google.com/file/d/0B3X_HWu1us6nRzg3MWJYeWZxZ2c/view?usp=sharing
GameJolt:
http://gamejolt.com/games/whimsical-monster-mind-melting-fun-time/88042
*NOTE*
I apologise in advance for any weird AI glitches.
******
Google Drive:
https://drive.google.com/file/d/0B3X_HWu1us6nRzg3MWJYeWZxZ2c/view?usp=sharing
GameJolt:
http://gamejolt.com/games/whimsical-monster-mind-melting-fun-time/88042
*NOTE*
I apologise in advance for any weird AI glitches.
******
Ratings
| Coolness | 36% | 1752 |
| Overall(Jam) | 2.72 | 935 |
| Fun(Jam) | 2.94 | 613 |
| Graphics(Jam) | 1.89 | 1006 |
| Innovation(Jam) | 3.44 | 210 |
| Mood(Jam) | 2.29 | 992 |
| Theme(Jam) | 3.21 | 703 |
I found the game challenging and was enjoying it until I realised I could out walk all the guards. Then it became too simple.
The ending was nice.
The concept is solid and I like the idea of having a sort of body-snatching stealth mechanic. The execution of the idea felt somewhat rough though. Not bad by any means, I'd say it's definitely a good base to expand on, but it feels like it still needs more work and polish.
The guard patterns and level design were pretty straightforward. It kind of seemed like there was some struggle to try and keep the design interesting and there's some very noticeable repetition in some areas. On the plus side the possession mechanic redeems these flaws somewhat and I enjoyed navigating through areas just killing all the guards along the way. In these kind of stealth based games I tend to not take my chances leaving someone around to catch me ;)
The art wasn't very attractive to me in general. Lots of very small repeating textures and parts that don't necessarily look like they fit visually together. For instance, the floor texture and lighting underneath the player have a smooth look, but the walls look very flat and harsh in comparison. It reminds me of an early pc game look and retro in a "hasn't aged well" way.
The sound is also pretty basic. Again, like the art the sounds have a very old feel. There aren't many of them either so they can get somewhat repetitive (especially the possess/unpossess sounds). A looping ambient 8-bit track might have helped make the game feel a little less empty audio-wise.
I did a random search for ambient moody 8-bit stuff and found this as an example: https://www.youtube.com/watch?v=2T2oBTbilyM
Also, there seemed to be a bug where if you pressed x to leave a body prematurely the transition from body to player would play again when the timer WOULD have run out. It's not game breaking, but it was fairly noticeable since I pressed x pretty often to leave guards early.
- Dylan
There's still a bug with AI getting crazy sometimes. They glitch very quickly and look in every direction at once, making them impossible to sneak on.
Otherwise that's a cool game. Great job!
Also, the bug seems to be an issue where the guards are trying to move to a position but constantly overshoot it. To fix that kind of bug you could probably do something like...
if (x < goalX - guardSpeed) {x+=guardSpeed;}
else if (x > goalX + guardSpeed) {x-=guardSpeed;}
not tested, so I might have made an error, but the idea is to create a zone as the goal rather than a specific number.