Cyber Butcher by Infininete

[raw]
made by Infininete for LD33 (JAM)
Cyber Butcher puts you in the shoes of your average everyday metroidvania boss. Our idea for this game was
to experience the game how the bosses of videogames would experience it in realtime, eg. players browsing
inventory for potions or pausing the game and going for a dinner in the middle of the fight. The boss (the player)
would be in no control during these events. Sadly we had no time to emphasize on this and we had to take a few
shortcuts there and there to get the game packed in time. Another bright idea was also to include some "hilarious"
dialogue which exaggerates the frustration of the boss character with cheesy one liners and f-bombs, you might
hear some of them although they might not be set up as intended.

Oh well it turned out pretty good for what it was worth, check it out :)


Required Download:
(Visual Studios 2013 Redist Package)
http://www.microsoft.com/en-us/download/details.aspx?id=40784

CONTROLS:

WASD - movement
J - attack

You can punch enemies and crush them beneath your feet.

They are customizeable in the menu.


TEAM:

Aceeri & Infininete - Programming
Smilecythe - Graphics and sound

TOOLS:

C++ using Visual Studios 2013
Angel2D


LINKS:

http://smilecythe.deviantart.com/

http://infinine.weebly.com/ (horridly outdated)

Bug Fixes -----

uncommented line "theWorld.Add(z)" that was commented out at line 651 Hero.cpp (thus no throwables !)

Commented out platform jump (caused other machines to crash)

Moved "If ( health < 0 ) Killed()" to top of function (caused other machines to crash)



My personal favorite games from LD (try them out!):

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21736
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=22181

Ratings

Coolness 50% 3
Overall(Jam) 2.78 893
Audio(Jam) 2.54 600
Fun(Jam) 2.04 1078
Graphics(Jam) 4.20 141
Humor(Jam) 2.48 694
Innovation(Jam) 2.50 886
Mood(Jam) 2.72 819
Theme(Jam) 3.57 435

Feedback

Nurbs
25. Aug 2015 · 02:09 UTC
Love the graphics. Very early 16-bit era.:P
DoggyDog
25. Aug 2015 · 09:59 UTC
Awesome graphics, the game was sometimes freezing.
BoskoSokolov
25. Aug 2015 · 15:18 UTC
The graphics are awesome.
jofra
25. Aug 2015 · 15:18 UTC
that was some freeky game X) aha
great job
Sanju
25. Aug 2015 · 15:30 UTC
Great graphics, but buggy controls
Somnium
25. Aug 2015 · 15:33 UTC
The graphics were great!

The game crashed a few times for me.
Nikteddy92
25. Aug 2015 · 15:42 UTC
GREAT GRAPHIC!
I love it and the set of colours that you used!
It took a lot to get the controls.. Don't know why! D:
BTW nice entry! :D
oxysoft
25. Aug 2015 · 16:31 UTC
Insane graphics, but the gameplay was missing a bit :/
Team Klappermann
25. Aug 2015 · 16:40 UTC
Great graphics. The controls menu was not working for me.
There is no end to the game right?

Keep up the good work!
🎤 Infininete
25. Aug 2015 · 16:42 UTC
Yes controls menu is a bit confusing, I wouldn't even bother with it. Just use WASD and J. And there is an end to the game, die :)
HiVE interactive
25. Aug 2015 · 16:47 UTC
Interesting... A good concept. Had a similar idea when I was brainstorming, I also thought it would be awesome to play as a boss sitting in a room waiting for the 'player' to arrive.

The gameplay is slow and ultra simplistic here, I didn't really know when I was hitting the player or not. With the only goal being to stay alive, I felt a bit bored after a bit.

I have a big complaint though, the audio got to my nerves really quickly. Relying on cursing for humor is somewhat abrasive and I think some people might be offended by some of the samples.
AwesomeAlliterationAlliance
25. Aug 2015 · 16:49 UTC
nice graphics. revolutionary soundeffects... ...penis!
local minimum
26. Aug 2015 · 20:06 UTC
I liked the graphics, but I had a really hard time with the controls and the audio. Sorry to say.
Filecreation
27. Aug 2015 · 19:11 UTC
you have achieved quite a lot with a limited palette!
Due to the contrast, nothing gets too unclear and everything, as far as i saw, stayed nicely readable.
🎤 Infininete
28. Aug 2015 · 12:58 UTC
Audio slurs were bits of an unfinished dialogue that was supposed to play during hero appearances, game intro and various mid-game events, instead they got added in semi-randomly which might of not been a good idea as agreed by the critique. We have hopes to improving this game outside the contest, arranging the dialogue properly, improving the hero AI, improving controls and adding a leveling up system for the boss's special moves and skills. The game would then play a little bit like a tower defense game, with the hero attempting to fight the boss 30 sec or so everytime after dying. The hero would also level up and have his own inventory which's contents would improve over time as well, he could browse it ingame to change his arsenal or use potions similar how you would use them in GBA/DS Castlevania titles. I'm glad the graphics are appealing, I had fun time creating them and making them in a hurry was a good experiment. Gives us a good benchmark on how much work/quality our team can do in specific amount of time.

-Smilecythe
dalbinblue
29. Aug 2015 · 11:43 UTC
The graphics are very well done, but the controls are very confusing; jump almost never worked right. Additionally, I wasn't sure if there was an end condition. I was able to defeat the player a handful of times, but when when I purposely tried to die, I found the player wasn't really hitting me. I left the game run for a few hours and my health was only down a few points. Not sure if that was intended or not.