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    Ludum Dare 22

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

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    Lonely Robot's Kitten Quest - Beerman - 48 Hour Compo Entry

    Controls : WSAD or arrows to move, space to jump.
    Find the lost kitten in the city of robots and lead him back to the gate to win.

    *EDIT* A few people have commented that the intro text goes by too fast for them to read. If you look at the screenshots below you'll see I included all the intro panels, so if you can't read them in the game you can read them there.

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

    Ratings

    Coolness100%
    #221Humor2.21
    #248Community2.71
    #264Mood2.58
    #338Audio2.23
    #374Graphics2.50
    #376Theme2.58
    #393Innovation2.31
    #416Fun2.20
    #422Overall2.55

    Comments

    xilefian says ...
    Dec 19, 2011 @ 1:06pm

    The isometry-2 colour graphics was innovative and fun, but made the judgement of distance difficult, perhaps a 3rd colour for shadowing would have helped?

    Beerman says ...
    Dec 20, 2011 @ 2:54pm

    Yeah, that was something I was meaning to address but in the end there just wasn't time.
    Might come back to this and expand on it though, feels it has the potential to be something quite good with a little more work.

    Dec 20, 2011 @ 3:49pm

    funny? yes, if only for how strange the bugs in it are :P
    i also agree with xelifian, that the 2-color graphics made it even more weird, i did end up laughing so hard at the security bots i had to actually chase in order to get them to follow me i got myself killed by the first thing that actually tried to kill me, so props for fun / humor even if not all of what i found so funny was perhaps intentional ;)(such as the security bots getting stuck in the walls of the pyramids if you jump on to them)

    kosinus says ...
    Dec 21, 2011 @ 6:48pm

    Props for procedural content!

    The intro pages skipped by a bit too fast for me to read, perhaps because I'm not an English native speaker.

    I also found the controls confusing. Would've expected 'up' to be the diagonal, instead of along a single axis.

    ladron says ...
    Jan 5, 2012 @ 8:53pm

    I think I found the kitty, but I couldn't interact with it. The two-color scheme made it difficult to see the 3D perspective. Even just having a different color for elevated surfaces vs the ground would help a lot.

    Beerman says ...
    Jan 5, 2012 @ 10:29pm

    If you get close enough, the cat will jump up and start to follow you. The level generator *should* make it so you can always get close enough for it to see you.

    Can't argue with you on the colour scheme, that's definitely something I wish I'd fixed before release. Would hardly have taken me any time at all to change the floor colour :(

    SonnyBone says ...
    Jan 7, 2012 @ 6:59pm

    I dunno, I dig the two color scheme. I didn't have any depth or distance issues while playing. The control scheme is odd, through. Pressing down doesn't go down, bur pressing diagonal down left or right goes down. It's kind of hard to find the cat, and the enemies didn't really prove to be a threat at all. Some fine tuning here and there will easily bump this up a few notches. HOORAY FOR UNITY!!!

    tcstyle says ...
    Jan 7, 2012 @ 8:45pm

    This game has an interesting m.c. escher like look. I like that minimalistic style.
    The introductory texts are displayed to short to read completely.

    guzzungo says ...
    Jan 7, 2012 @ 11:08pm

    Reminds me a lot an old game for speccy named "Ant Attack"

    philhassey says ...
    Jan 7, 2012 @ 11:31pm

    Hooray for +1 kitten games. It was interesting trying to find it based on the loudness of the meows. Could use some kind of win screen though when you find it :)

    Beerman says ...
    Jan 8, 2012 @ 12:10am

    @guzzungo Yep. Ant Attack was pretty much the template for this. I've never actually played it but I've always liked the style of the visuals and it seemed like a good fit for the theme.

    @philhassey You have to lead the kitten back to the entrance if you want to see the win screen :)

    @tcstyle I read pretty fast, sometimes I forget that's not normal. Will have to bear that in mind next time and slow the text down to a pace that regular mortals can handle...

    @SonnyBone It's not supposed to be *easy* to find the cat, that wouldn't be much of a game, would it? ;)

    Interesting that the isometric controls seem to be confusing people, it used to be a pretty common layout back in the day. It helps if you turn your keyboard at a 45 degree angle so that the keys line up with the axes of the game world.

    Jigxor says ...
    Jan 8, 2012 @ 12:38am

    Graphical style is awesome. I loved the intro story, that was really funny. The words "Robotting" and "killdroids" are awesome! :)

    Kelly Thomas says ...
    Jan 8, 2012 @ 12:56am

    I love the way the cat neither walks, or runs but jumps along behind you.

    Raptor85 says ...
    Jan 8, 2012 @ 5:07am

    interestingly this is the first unity-based entry that ran properly under WINE (not sure why, but all others lost input after starting). I like it, i feel like i just got chased around in a escher painting (would have been cool if the lack of shading/perspective actually played into the physics, like the one game for ps3/psp(i forget the name, but basicly if it LOOKS like it connects it does, leading to some weird puzzles)

    Benjamin says ...
    Jan 8, 2012 @ 7:07am

    the intro slideshow was too fast for me, But the first sentences of every page was enough so I can understand the story :) In my play, every monsters ended up stuck in wall so it was easy to find snowball.

    Beerman says ...
    Jan 8, 2012 @ 10:55am

    @Raptor85 Hmm, that *would* be pretty cool. No idea how I'd make that work but it's a great idea.

    For anyone who's having trouble reading the intro, you can see it in the screenshots below the main one above. They're in order left to right, just click the thumbnails for full size.

    Stargoat says ...
    Jan 8, 2012 @ 12:50pm

    Awesome! Reminds me of Ant Attack.

    I think shadows would go a long way to making it easier to know the player's position, especially when jumping. Nice use of audio.

    kibertoad says ...
    Jan 8, 2012 @ 6:54pm

    Leve design is very poor - looooong wall with only one entrance? Come on... Also the controls are NOT suited for platform jumping, except kitten sits on a narrow platform above. Wut?..

    ratking says ...
    Jan 8, 2012 @ 10:22pm

    Interesting beginning, but the game unfortunately fails in the further execution. A little bit more polishing would have been nice (like colors - anything would have been better than just grey), and more feedback regarding enemies and winning situation.
    Keep on making games, it's a start!

    Milo says ...
    Jan 8, 2012 @ 10:22pm

    I like the use of audio as a element in the gameplay. The controls felt a little hard to use, the game's up didn't correspond to the screen's.

    dr_soda says ...
    Jan 9, 2012 @ 9:00pm

    I think it would be better if the audio listener were attached to something other than the robot, and that is always oriented in the same direction such that if the cat is to the "right" of the player's position the meow always hits your right ear and if the cat is the the "left" of the player's posiiton the meow always hits your left ear. As it stands the meows are projected to the right and left ear based on the rotation of the robot which is incredibly disorienting.

    Also, a cast shadow would go a long way to helping people know where they are when they're jumping.

    Is it a known bug that the cat will refuse to follow you? I'm sitting here trying to make the cat follow me but nothing happens.

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