Zero NPCs by samcoy
NOTE: On some systems, the UI is misplaced, and you have to click to the left of the button to select it. I don't know why, and am looking to fix this.
This is my first ever Ludum Dare compo game!
Called Zero NPCs, it's a platformer that features a cool mechanic: you move *all* of the characters using the player controls. There are no NPCs. And therefore - you are the monster. You are in fact, all of the monsters.
N.B. As this is my first Ludum Dare game I admit that this didn't go as well as I'd hoped. I got some timings wrong and spent too much time on certain things, and art/game mechanics/detail are left wanting quite a bit as a result. Please help me out by leaving feedback on what I could do better. Thank you.
Changelog for HOTFIX 1:
- Set slowdown on death properly
- Set slowdown on level complete properly
- Adjusted Grunt AI to not move when player stunned
- Widened camera angle, put it into perspective mode
- Added win screen to build settings
- Adjusted flying enemy to make it a bit easier
- Edited tutorial text
Changelog for HOTFIX 2:
- Disabled level unlocking system as it was locking all levels. Will re-enable when fixed (sorry guys, I wrote it at 2 in the morning).
Changelog for HOTFIX 3:
Fixed the Level Unlock system and added it back in. Arrays start at 0, and I am an idiot.
Changelog for HOTFIX 4:
- Made game quieter
- Made game easier by lengthening enemy reload times
- Fixed issue with bullet collision not registering properly
- Added "Double Jump" text
- Moved text so it was visible on player start
This is my first ever Ludum Dare compo game!
Called Zero NPCs, it's a platformer that features a cool mechanic: you move *all* of the characters using the player controls. There are no NPCs. And therefore - you are the monster. You are in fact, all of the monsters.
N.B. As this is my first Ludum Dare game I admit that this didn't go as well as I'd hoped. I got some timings wrong and spent too much time on certain things, and art/game mechanics/detail are left wanting quite a bit as a result. Please help me out by leaving feedback on what I could do better. Thank you.
Changelog for HOTFIX 1:
- Set slowdown on death properly
- Set slowdown on level complete properly
- Adjusted Grunt AI to not move when player stunned
- Widened camera angle, put it into perspective mode
- Added win screen to build settings
- Adjusted flying enemy to make it a bit easier
- Edited tutorial text
Changelog for HOTFIX 2:
- Disabled level unlocking system as it was locking all levels. Will re-enable when fixed (sorry guys, I wrote it at 2 in the morning).
Changelog for HOTFIX 3:
Fixed the Level Unlock system and added it back in. Arrays start at 0, and I am an idiot.
Changelog for HOTFIX 4:
- Made game quieter
- Made game easier by lengthening enemy reload times
- Fixed issue with bullet collision not registering properly
- Added "Double Jump" text
- Moved text so it was visible on player start
Ratings
| Coolness | 30% | 1942 |
| Overall | 2.94 | 645 |
| Audio | 2.19 | 621 |
| Fun | 2.81 | 609 |
| Graphics | 2.38 | 798 |
| Innovation | 3.19 | 347 |
| Theme | 2.69 | 807 |
You introduced one enemy at the start and that was all okay, but you then introduced there gun turrets, that shoot three random bullets at every input. I had no idea how to counter that, so I found myself dancing around bullets like I was in the Matrix. And some sounds are obnoxiously loud
In level 1 I could not jump over the spikes - I try to jump as late as I can, but the jump is too low and the row of spikes is too long.
Gave up on something like the 4th or 5th level. Double jump kept failing and green guy had a 50/50 chance of falling through platform instead of landing on it, some sort of tunelling with the collision detection I guess.