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    Ludum Dare 20

    April 29th-May 2nd, 2011
    Theme: It’s Dangerous to go Alone! Take this!

    More Info: Ludum Dare 20 Has Begun! (Keynote), Theme Voting Results.

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    Pathfinder - Jimjam - Competition Entry

    Very short and missing some critical bits (sound and animations), but as a first time Ludum Dare entry, I'm happy with it!

    Instructions:
    - Use the mouse to guide the sword/hero around the level. Swing it around if anything gets in your way.
    - Avoid lava, naturally. Blue potions restore health, for a change.
    - No keyboard controls.

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

    Ratings

    #41Coolness13%
    #110Innovation3.18
    #113Community2.88
    #148Graphics2.89
    #166Theme2.61
    #183Humor2.17
    #196Fun2.39
    #196Overall2.54
    #258Audio1.36

    Comments

    DrPetter says ...
    May 2, 2011 @ 9:57am

    "Featuring revolutionary sword combat dynamics!"

    Fun twist though, no pun intended. More interesting than just clicky-clicky. Player sprite actually works out reasonably well despite being a static image with fixed view angle. Collisions are bit unpleasant, glitchy and "fat". So it's hard to move around with elegance.

    Jimjam says ...
    May 2, 2011 @ 10:28am

    Thanks DrPetter! Wow, the number of puns in that post is head turning (<- uh huh?), and thanks for your input (sigh).

    The collisions are still quite a big problem, and I was sorta tempted at the beginning just to use flixel. In not doing so, I learned a lot, but obviously lost plenty of time, so I think I'll opt for flixel next time.

    ACodeGerm says ...
    May 2, 2011 @ 5:12pm

    There really aren't enough games that use the mouse like this (made me think of the old slap the monkey flash game).

    Collision/speed on the main character were a little painful.

    Pretty good for a "learning AS3" game!

    Jimjam says ...
    May 2, 2011 @ 7:16pm

    Thanks ACodeGerm, I still have a long way to go and I really appreciate your feedback. The slapping effect really came together at the last minute too, and I would have loved to focus more on it to emphasise the effect, like that old slap the monkey game.

    Thanks again.

    Orangy Tang says ...
    May 2, 2011 @ 10:00pm

    Feels more like a racing game than a dungeon crawler, which is a nice twist. Shame the collision is a bit picky, could really have done with wider levels to really bounce around in at decent speed.

    Needs more levels!

    philomory says ...
    May 2, 2011 @ 11:20pm

    Not a bad start, and an interesting idea. My main impression is just how slow the player moves, though. It'd be a lot more fun sped up.

    The swatting mechanic is cute, though it took me a few tries to figure out what I was actually doing.

    mintman says ...
    May 3, 2011 @ 12:38am

    I really like the mouse controls to swing your sword, it's a neat twist - but it kind of works against the narrow corridors of the environment you picked. It would be cool to have the ability to do other mouse gestures to perform like... spells or something. Maybe apply this mechanic to a totally different environment, even if it's more abstract.

    LiquidAsh says ...
    May 3, 2011 @ 3:19am

    Nice job with an interesting mechanic. Strange that the enemies fly through walls, but I like the mouse/sword swinging mechanic. Also found the characters pretty charming. Best.

    Jimjam says ...
    May 3, 2011 @ 7:12am

    Hi guys, thanks for your comments.

    Orangy Tang, I will definitely add more levels. I'm letting my brain recover for a bit, then I'm gonna carry on, and I intend for there to be plenty of levels and puzzles eventually.

    philomory, thanks for you comments - that swatting action would definitely be more self explanatory with some slick audio and animation, and if the enemies flew in directions other than 225(?) degrees :0

    mintman, I like the gestures idea! I'm still not using the left mouse button so that could be a sort of gesture mode trigger. A more abstract environment would also be very interesting, but I think if I really managed to convey a puppet-like hero, with more cartoony/dungeon keeper silliness, that setting/style might be fantastic.

    LiquidAsh, thanks for the comment, much appreciated. Re: Enemies through walls - I ran out of time there, sadly, but I did see someone else here talking about making his enemies ghosts, and the thought crossed my mind :P

    mattdev says ...
    May 3, 2011 @ 9:58am

    Very nice!

    May 4, 2011 @ 1:19am

    Nice smooth controls, bit wider passages earlier on would raise the accessibility.

    Congrats on clearing the LD!

    Jimjam says ...
    May 4, 2011 @ 9:25am

    Thanks Dark Acre Jack!

    Rikkard says ...
    May 7, 2011 @ 4:13am

    Interesting combat. Good job finishing.

    stigrv says ...
    May 7, 2011 @ 1:22pm

    Cool control scheme. Shame there was only one short level.

    alexlarioza says ...
    May 8, 2011 @ 8:16pm

    I liked the controls, definitely something different. As others said, collisions are a bit funky.

    mwest says ...
    May 15, 2011 @ 11:40am

    My initial idea was to do a Gauntlet tribute, so I *wish* I could create graphics like yours - well done!

    Didn't really enjoy the control scheme as much as others, the follow the mouse thing works for movement, but the fighting didn't really feel that cool to me... As an example enjoyed the mouse following control in Hamumu's entry, because you could turn it on / off with the LMB, giving more control.

    Well done on finishing though, it's a pretty good entry!

    tzachs says ...
    May 23, 2011 @ 10:09pm

    Beautiful graphics and an interesting game.
    I agree with mwest that swinging the sword didn't feel too much fun at the moment, but I think this could work really well on tablets with touch, using drag to move and different gestures for fights...

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