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    Ludum Dare 22

    December 16th-19th 2011 :: Theme: Alone

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    Incomitat - Hempuli - 48 Hour Compo Entry

    Incomitat was made in a huge hurry, but I'm quite proud of it.

    There's no real 'point' in the game, you can explore the island and try to figure out why you're alone. There's a boss in the game, try to find it!

    CONTROLS:
    WSAD - movement
    Left mouse button - action
    E - drop your active item
    Q - open full inventory (you can move stuff around here)
    Space - view map

    You can use the mousewheel and number buttons to cycle between your active items. Use Q to switch item slots.

    View Hempuli's journal. | View all entries by Hempuli

    Ratings

    Coolness50%
    #7Community4.08
    #12Graphics4.17
    #34Overall3.63
    #64Fun3.21
    #74Theme3.58
    #106Mood3.24
    #114Innovation3.17
    #264Humor2.00
    #491Audio1.47

    Comments

    sythe says ...
    Dec 19, 2011 @ 7:45am

    Procedural generation needs some work, enemies are overpowered, and you die too quickly when swimming. The footprints are a nice touch, though.

    Geti says ...
    Dec 19, 2011 @ 8:30am

    The graves were kinda crazy. Would've liked more stuff to do and more reliable PCG, but its enjoyable to look at regardless, and digging and planting and chopping feels tactile enough. Likely too ambitious for an LD, hope to see it polished later.

    dr_soda says ...
    Dec 19, 2011 @ 8:42am

    This is such a large concept to be an entry in a 48 hour competition. I'm impressed by how far you managed to take this in such a short time, but as you say yourself, the only way this concept really shines is via feature creep.

    There's a lot of fun and interesting things you can do, and yet ultimately they seem to "mean" nothing. It's very existentialist. I found myself getting hungry and almost dead, after screwing around and having fun, and I asked myself "what did I just do with my life?"

    Keep the hunger, but maybe find new ways you can stave it off? Otherwise, just keep adding the strange and wonderful.

    James Paige says ...
    Dec 19, 2011 @ 6:09pm

    Tasty blue mushrooms!

    Jilius says ...
    Dec 19, 2011 @ 6:17pm

    For a game made in 48 hours, its really well made with nice graphics and features. However, while its fun to explore and find out stuff by yourself, i just didn't knew what to do with most of the things...and the hunger didn't help much either (too quick).

    My other complain would be the inventory screen, not only is a bit of a pain to switch out items, but from the 3 times i played the game, i managed to break the inventory, having 2 items in 1 slot, having a item on the cursor with the inventory full, unable to switch or drop, etc, so i couldn't finish the game, if there's a end that is.

    newton64 says ...
    Dec 19, 2011 @ 10:49pm

    Controls very nicely, sprites are consistent and stick to a cool style. Very impressive for a 48-hour game!

    Hempuli says ...
    Dec 20, 2011 @ 7:19am

    There is a sort of a boss that you can beat, but since finding it is extraordinarily unobvious, it could be said that the game can't be beaten!

    Thanks for the compliments, and I mostly agree with the criticism - too ambitious for LD and thus lacks content to make it interesting. I'll also need to tweak (or remove) the hunger system.

    I was actually a bit surprised about the inventory bug stuff - hadn't noted them myself! Thanks for telling, and I agree that the inventory is horribly unintuitive atm (it doesn't help that my mousewheel is partially broken).

    Mesene says ...
    Dec 21, 2011 @ 5:59pm

    It's the first one that I want to see the source :) love it! nice job.

    jeffz says ...
    Dec 22, 2011 @ 4:02am

    Pretty cool entry, especially for the challenge of doing something which works on this scale. Keep up the good work!

    Poks999 says ...
    Dec 23, 2011 @ 5:05am

    my friend clicked on dat.ass -.-

    Cell says ...
    Dec 23, 2011 @ 7:23pm

    One of the best games i've played during LD22 :D

    Cosr says ...
    Dec 25, 2011 @ 7:53am

    I love what you've got started here. Neat little world to explore.

    The graphics are very nice, but the colour at evening is a little odd. I think it might be too light a shade or something, like everything's getting brighter as the sun sets which is strange. My first thought was that the island was being nuked or something, rather than the approach of night.

    The transition between map squares can seem a little sudden. Particularly going into water squares, where you're suddenly swimming with no shore (the rest are fine, really). It makes sense on the map, but is a little weird in play.

    The clock in the top right can be a little hard to read...it took me a fair while to figure out what it was and how to interpret it.

    Jigxor says ...
    Jan 1, 2012 @ 11:29am

    Interesting concept and it looks really pretty! Using the hoe on the ground reminds me of Harvest Moon!

    I found it a bit difficult to know "what to do" (I know you've said it's exploration, but as someone mentioned before I didn't know what to do with the items I picked up). Overall it was fun to walk around and interact with the scenery. I never did manage to kill one of those bunnies!

    I checked out the source, it's interesting the way that you put the subtle noise and vignette with an active object over the whole screen. Looks really neat.

    Well done!

    Hempuli says ...
    Jan 8, 2012 @ 12:09pm

    Someone looked at the source and understood it? I'm impressed!

    mes says ...
    Jan 9, 2012 @ 11:03am

    very impressive! the art is really nice. i actually figured out how to summon the boss, but i didn't know it was going to work so i didn't stock up on ammo and died very quickly. :(

    i didn't find it too hard. i liked the things that you can stand next to to make time pass quickly, and it was nice to be able to open up the map.png. the skeletons could have been more aggressive, and audio would have made it all the nicer.

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