
I added the awesome music that Łukasz Langa made, touched up the backgrounds made by Joanna Piechowiak, added the death and victory screens, packed it all up into an .exe file and a .zip.py file, and uploaded. Please play and rate it.
Now is the time of a couple of words about the making process. I planned to make a beat-em-up from the start, and was hoping to reconcile it with the theme somehow. I talked with Łukasz about the music and with Joanna about the backgrounds in advance, hoping that they will make some awesome things. And then the theme was announced, and I was crushed. For the first time in my life I had the team to do some really really awesome and elaborate stuff, and the theme had to be “minimalism”. Also, isn’t that a kind of a non-theme in the context of Ludum Dare? I mean, it’s implied in every LD! Not fair! But we went with it, and I think that both the backgrounds and especially the music turned out fantastic! This may be our best Ludum Dare game so far, but that is up to you to decide.
Not having to worry about backgrounds and music, I proceeded to thing about the gameplay. Initially I wanted something that would give you a sense of great agility and freedom — think about jumping around on the monster’s heads, hovering in the air with the sole force of the blows you inflict on them, and swiftly dodging their slow but powerful blows, until one hits you and sends you flying across the screen, smashing everything in your path… Yeah. I wanted a top-down view and gameplay similar to Rakugaki Showtime, but perhaps not as chaotic. Then I played a little of Advena on my phone and realized, that managing 2d movements *and* jumps on top of that is beyond human capabilities. So I decided to limit it to 1d and jumping — that should make it more manageable. I still wanted to have gigantic monsters and jumping on their heads, but it was hard to control the jumps. I experimented briefly with making it a mouse-controlled game — you would basically click where you wanted to have the highest point of your jump — but that turned out too hard. I needed something simpler. Then I remembered an old arcade game titled Ninja Kid (and its sequel, Ninja Kid 2) and thought that they had pretty fun gameplay, so why not use something similar. Except I didn’t have the platforms and the hero or the monsters didn’t shoot — so I made some tweaks to account for that. What was left from my original idea is the massive chaos and stuff flying around.