The Curse of Koomba by Eldan_Knight
The Curse of Koomba was born as a little homage to one of the most iconic and sadistic enemies in the history of videogames: the first goomba in World 1-1 of Super Mario Bros. The player incarnates Koomba, an angry mutant mushroom created by an evil necromancer. Koomba must protect his hideous master from the shiny armor knights who are coming to destroy him.
In our brainstorming, we decided it will be fun mixing 2 concepts: platforms and tower defense. The necromancer鈥檚 magic shield can endure some hits, but Koomba is too weak for the swords and pikes so he has to stomp over his enemies the old school way. Defeat comes when the necromancer dies or when a knight hits Koomba in his way to complete the Holy Mission.
Controls:
Enter -> Start game
ESC -> Pause/Exit Menu
A / D -> Left / Right
Space bar -> Jump (hold to max. jump height)
Atl + Enter -> Full screen
Notes:
We used Unreal Engine 4 Paper 2D. We had an unexpected problem with textures that make the screen too bright. We applied a postprocessing to balance this, but the overall graphics don鈥檛 have the hue / value we wanted for the final game. Also, there is some unwanted screen tearing in the background.
No audio. Seriously? Yes.
We had some power ups in mind but we didn't have enough time to implement them properly. Maybe in a next, improved version! :)
Do you have any question? You can find us in Twitter!
Programming and level design: @apuntoprieto
Concept art and pixel art: @Eldan_Knight
In our brainstorming, we decided it will be fun mixing 2 concepts: platforms and tower defense. The necromancer鈥檚 magic shield can endure some hits, but Koomba is too weak for the swords and pikes so he has to stomp over his enemies the old school way. Defeat comes when the necromancer dies or when a knight hits Koomba in his way to complete the Holy Mission.
Controls:
Enter -> Start game
ESC -> Pause/Exit Menu
A / D -> Left / Right
Space bar -> Jump (hold to max. jump height)
Atl + Enter -> Full screen
Notes:
We used Unreal Engine 4 Paper 2D. We had an unexpected problem with textures that make the screen too bright. We applied a postprocessing to balance this, but the overall graphics don鈥檛 have the hue / value we wanted for the final game. Also, there is some unwanted screen tearing in the background.
No audio. Seriously? Yes.
We had some power ups in mind but we didn't have enough time to implement them properly. Maybe in a next, improved version! :)
Do you have any question? You can find us in Twitter!
Programming and level design: @apuntoprieto
Concept art and pixel art: @Eldan_Knight
| Windows | https://docs.google.com/uc?id=0B1JzOJDkLUandmNHMFpIam5JSDQ&export=download |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=58017 |
Ratings
| Coolness | 64% | 3 |
| Overall(Jam) | 2.83 | 859 |
| Fun(Jam) | 2.71 | 773 |
| Graphics(Jam) | 3.46 | 495 |
| Humor(Jam) | 2.56 | 657 |
| Mood(Jam) | 2.62 | 871 |
| Theme(Jam) | 3.43 | 544 |
Controls and handling is very well done (most of games I play the controls feeling are a bit akward).
Once again, thanks for the feedback!
Nice job !
The graphics are awesome. Too bad you didn't have time to implement sound.
@Robot Souls Games if you have this problem with our entry or any other game ever, just use ALT + TAB to minimice the Window. As you said, we have some collision problems in The Curse of Koomba. Sometimes hitting the knights in the head (specially the lancers) gets the player killed anyway. We know it's unfair and we don't want to make the game this hard, but we had not time to fix it. We will try to make it better in a post Ludum Dare version ( >.<) /