Ludum Dare 26 — April 26-29th, 2013[ Results: Top 100 Compo, Jam | Top 25 Categories | View My Entry ][ View All 2346 Games (Compo Only, Jam Only) | Warmup ]
[ 10 Sec Video Compilation (x3) | 260 Game Video Compilation | IndieCade Deal | Ludum Deals (Unity Deal Ends Soon!) ]
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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View Draknek's journal. | View all entries by Draknek
I can't seem to get anywhere other than a 3x2 set of rooms. Maybe I am missing something.
That was kind of an interesting idea.
Oops: there was an issue where you could get it into an incompletable state. Fixed now.
I get the 3x2 set of rooms thing, too. I like your art.
Totally lovely! The game mechanics of becoming the creature that killed you is very interesting, and is executed very well here, with various novel enemies with unique special effects and puzzles where they can be used. Although it could maybe be made a little bit clearer what is happening when you die (the first time). The level layout is pretty good too, and the pixel art is very cute. Enjoyed playing this, challenging, fresh, and cute.
It was very pretty, I'll give you that. You kind of drifted from the theme, since the theme is the sentence itself, not the game it's from, and you didn't involve any sort of taking something, or being dangerous to go alone. It was fun (puzzles) and original, but it's a bit painful to have to redo a lot of stuff when you get it wrong. I was pretty happy when I saw what happened when you got hit. Nice work, overall.
This is unrelated, but shouldn't there be a category for technical stuff? Like bugs and such?
I got stuck the first two times I played this - but then I understood how the game actually works. A brief explanation of the core game mechanic would be nice on this one.
I kinda like how you're not given any direction or explanation. It makes figuring out the game a bit of a puzzle in itself.
I liked the idea once I got used to it, and what each enemy meant to the puzzle as a whole. It would be neat to have had more enemy types to play with, of course.
Cute idea. I'd like to see this explored further.
Interesting idea, really nice graphics! Could not find any relation to the theme, though.
Now that's an interesting idea. You should really work on that and put in more features. And sounds. And music.
I would've liked better controls (diagonal movement).
Very nive Idea, could imagine lots of innovative riddles with it, please expand it in the future, I'd really like to see more of this
It took me a while to figure out what I was supposed to do. My first death was due to collision with one of the spitters, and the transfer effect happened on the same square. I assumed I had died and you had not implemented re spawn, so I refreshed the page. I did figure it out after a while. This concept worked very well in a short game, but might have lost its novelty had it gone on much further.
Anyone else find themselves uncontrollably humming the Zelda theme? Ah, imprinting.
Impressive work, nice execution.
The mechanics and art are really cool :) Good job on that game. A bit off-theme perhaps, though.
Clever, well-executed. Love it!
I had almost given up, but then figured it out. A brief story or description may help people get into it better.
i wanted to give up as well, especially as after the first few times 'dying' i thought i wouldn't even respawn (and reloaded the page). explanation is needed
I got killed by the shot of an enemy I had just killed myself. Then there was nothing.
Cool concept though!
That's odd. I page-searched for your entry a couple of times but it didn't show, so I assumed you never entered it. Then you mentioned it on Twitter so I looked again, and it's staring me in the face.
The graphics are really lovely and seem to be quite different in style to your other games, which I like.
The idea is, as I'm sure you're aware, very similar to Soul Brother, but it's still quite clever, and interesting to see the idea in the context of a Zelda-esque game.
I like the dual interpretation of the theme. On the one hand there's "It's dangerous to go alone" -> multiple playable characters and "take this" -> take control of other characters, but at the same time you've managed to merge that with the otherwise very boring and obvious "Zelda" interpretation. Or am I reading too much into it? I'm giving you the benefit of the doubt with my rating anyway :).
I'm not sure if it's fun though. Once you get the basic idea of what to do, it's fairly obvious how to proceed, but it can get a bit dull waiting around for the right enemy to shoot at you. The enemies have an annoying habit of killing each other instead of you, which serves to extend the wait.
Does the initial character deliberately look like No-Face from Spirited Away? Because if so that's kind-of clever :).
I think I noticed a bug, which can be reproduced roughly as follows:
1. Wait for one of the shooty enemies to shoot two shots in your direction.
2. Get hit by the first shot.
3. You die and take control of the shooty enemy that killed you.
4. The second shot hits the spot where you died.
5. The shooty enemy dies and the game is no longer playable.
Thanks for the massive feedback dump Dan! :)
You are massively giving me the feedback of the doubt, but I won't complain too much... The theme connection was going to be you get the classic setup with the man in a cave, but the sword is actually a stick and doesn't hurt anything. Your interpretation is much more imaginative!
The starting character also looks like that just because that's the only humanoid character I could draw. :P
The not-fun-ness is what I was concerned about when making it and I do totally agree with you. I am hopeful that with more enemy types and more exploration it will become more interesting. In my working copy enemies are more likely to shoot if they're facing you so there's not so much waiting around.
Wasn't aware of that particular variant of that bug, but it is fixed in my working copy.
Haha - oh well, getting it right by dumb luck yields the same results as getting it right by design, so you get to keep the credit ;).
There's definitely some potential in the idea so I look forward to seeing what you come up with :).
I really liked it, I found it to be lots of fun.
Thanks for making it and I love the ending.
Excellent work! After I figured out what was going on (this took slightly longer than I'd like to admit) the game was fun and interesting.
That was pretty cool ! I would love to see it explored with more ennemies and a longer game. Also, that could become a really deep puzzle game. The only thing I didn't like that much is the times where you had to wait sometimes quite a long time before an ennemy agreed to shoot you. But otherwise, pretty cool :)
Yay timelapse. Though it was a bit short.
I loved the game. I loved the idea and the pixel art. Everything well thought out and executed. Sadly a bit short. Would have loved way more levels, maybe a storyline and different worlds / maps. But for the time being, great game.
I Like Like it.
Great game. There was 1 bug which annoyed me though. I shot in the direction of an enemy just a moment after he shot me. So I got hit first and infected him after which my new body promptly died and had no one to infect :/
Interesting concept and nice graphics, though there doesn't seem to be anywhere to go yet?
Reminded me a bit of the enemies as weapons theme from LD18.
Fun little game. I like the mechanic. Would have been a good game for 2 themes ago "The enemy is your weapon"
Nice idea - although as others have said, the gameplay mechanic was hidden... but it was fun once I'd got it :)
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