Shinsetsu Ninja

by Mega

Posted on February 18, 2013 at 11:59 AM


Made for the 64Jam.

I almost gave up on this comp, due to laziness. But I got a second wind sometime the night before the last day of the comp.
So here's what I came up with. There are a few things I would like to have added, but I'm out of time (Got to help with the monthly grocery shopping today).

Anyway, Copy+Paste from the readme:
BASIC GOALS/STORY: > Your goal is to infiltrate a high-security base, find the supercomputer
control keys, and shut down the supercomputer.

CONTROLS: > Arrow keys - Movement
> A - Jump
> Up Arrow - Interact

You can grab onto walls by jumping into them. Use UP and DOWN to move
along the walls, press JUMP to jump off the wall.

CREDITS: Art, Music, Programming: Daniel Lawrence (Mega)
Sound effects: BFXR

PS: Shinsetsu is Japanese for Nice/Kind. Nearest word I could grab for pacifist in the time I had.
The original idea was for this guy to be a ninja who deplores violence, and the game was going to penalize you for use of violence, instead encouraging the player to seek alternative methods.

Cesque commented February 18, 2013 at 12:25 PM
I'm not a big fan of this game. I found it confusing and annoying, sometimes both at the same time. I pick up keys but the panels still say I'm missing them, the red beams kill me but they later disappear for no explicit reason, there are paths which lead nowhere, and traps appear without prior warning.

I got to the self destruction sequence - which, btw, is broken, because nothing happens when the timer hits zero - then the confusion and the sound effects of random volume became too annoying for me to finish it, though I'm sure I explored all paths (are you supposed to go back to the beginning? I tried that, too, but died).

Also, it doesn't really have much to do with non-violence as it is, it's just a platformer without enemies (especially since you also die violently a lot). Says the author of a game which lets you throw kittens into fire.
Mega commented February 18, 2013 at 12:49 PM
Yeah, you're supposed to go back to the beginning, and exit through the left (There was a door there before). AFAIK, there are no dead-end paths, they all served a purpose (Each one containing a key).
The whole non-violence thing would've worked better if I had been able to add the guards, and given the player a choice (The Ninja has a weapon, coded and ready. Bound to S, but it doesn't affect anything).

The notification for the panels, when dealing with laser-trap disarming is bugged. I only noticed now. But believe me, it does unlock the linked trap, it just doesn't say so.
Unaligned commented February 18, 2013 at 3:17 PM
The Good:
Consistent with Mega's style

The Bad:
Invisible floors
Jumping off the wall doesn't work if you're close to a ceiling

The Ugly:
Can't escape, timer stays at zero and the last door stays closed (I even re-collected the keys for other switches)
That alarm sound holy shit
Crazy Star commented February 18, 2013 at 3:17 PM
There's no escape except if you beat the game without dying a single time. Which I did manage to do eventually to prove that the checkpoints screw with everything. Keys reappearing when they have been used. Doors that should be open being closed and the opposite.

So I agree with Cesque. Except that I find this to be a kick ass game. I had all the trouble he had and the game will lose a lot of the score because of the unfairness the bugs ensue.
However I must say this being a type of game I've always wanted to make (and now realize that I should make as a 2D platformer instead) and even if mine is more ambitious this is actually finished =) - and it's a good game!
7/10 (seeing how it's compared to all games on the site)
Mega commented February 19, 2013 at 11:48 AM
QA time.
Invisible floors
Can you give me an example/screenshot/general location?

Jumping off the wall doesn't work if you're close to a ceiling
Fixed it in the newer version. Just can't upload the newer version 'til after the judging, to be fair.

Can't escape, timer stays at zero and the last door stays closed (I even re-collected the keys for other switches)
It was a problem with object persistence. I fixed it by using status variables.

That alarm sound holy shit
I knew I forgot to tweak the volume on that one...

Yes, I'm listening to your complaints. Also fixed the notification back up Cesque.
I'll upload the update next Tuesday.
Crazy Star commented February 19, 2013 at 12:32 PM
Wasn't sure if I should post this on Youtube or not what with the awful quality but you can see the invisible box in the end (it's in the first room right at the start)
Mega commented February 19, 2013 at 12:44 PM
Oh. Yeah, I spotted that one yesterday when I went back into the Room Editor. It's been removed.
Unaligned commented February 19, 2013 at 3:29 PM
I guess we're all talking about the same invisible blocks but here you go anyway.
Mega commented February 19, 2013 at 4:59 PM
Yeah, same one.
That moment when you realize you could've fobbed all of this off because ninjas.
Toast commented February 20, 2013 at 9:56 PM
I thought the visuals were very good for a jam game, but I agree with what Cesque said about it feeling like a regular platformer sans enemies. I think with a bit more time you would have a game much more suited to theme, as it's clear that you focused on the graphics and level design, which are good, before getting round to populating the world with stuff.
death commented March 01, 2013 at 4:36 AM
Didn't quite do it for me. I found the controls a little clunky, getting stuck on walls way too often. Also.... why is the game pitch black? Seriously, it's a ninja game right? I'm getting kinda tired of all the indie games with pitch black graphics (looking at a screen that is 95% black is pretty damn boring. If you made the graphics, let us see it)

Also found it really difficult, dying loses everything and since it's hard to see the traps in front of you i end up running into them often.

Overall I'll give it a 5/10. Probably my least favorite of your games Mega :P
but it was made in a short period of time so the flaws are understandable. Honestly it's still pretty good given the time put in. I can't get something this functional in that amount of time.
Charlie Carlo commented March 03, 2013 at 8:40 PM
I liked it, it was fun and had awesome music. I found it difficult and buggy though, but I like games being incredibly easy so I can't really say you should change the difficulty. Wall climbing fucked me over a few times (climbing over a doorway instead of jumping down off the wall), and I was unable to beat the game because when I went back the door was closed. Also, in that fire-circle death-run room, there was no laser there for me, I just hopped down and pressed the button. I don't know what that was about. Eh 8/10. I enjoyed it.
Mega commented March 04, 2013 at 10:37 AM
Updated. Now it's the not-quite-as-buggy version that remembers to kill you when the timer reaches 0 version.
panzercretin commented April 26, 2013 at 3:05 PM
The execution of this is pretty good for a Jam, but there were a couple design flaws.

For one, the fire-ground trap stuff wasn't really obvious to me at first. It took me a couple times to notice there were different markings on the ground. Some sort of techno-gubbins or something underneath them would have helped - they're too similar to the ground as-is.

I personally find "get the red key to get through the red door" kinda dated, and not in a good way. It's just a contrived means of obscuring linear game design - it would have fared better if it was just a linear string of platforming levels to get to the supercomputer. I liked the backwards bit, although I feel like there's a bit of missed potential with that.

And the ending is just a copout - if I were you I would have spent whatever time I had left at the end to make an awesome exploding animation (especially with your spriting skills). Hell, even a bunch of spewy orange circles would have worked.

All in all, an alright game for a Jam. 5/10.