Limit -(Less)
DISCLAIMER:
This game is almost offensively bad. It really is not worth your time or storage space. This was a game I from scratch in 3 days for a game jam, but I spent way too much time creating animations. I didn't have time to implement any meaningful gameplay and ended up having to throw away like half the animations I made.
It wasn't a total failure though, at the very least I got much more comfortable rigging and animating humanoid characters beyond simple actions and walk cycles.
How to Play:
Didn't have time to make some sort of win condition. The only goal you could have is to kill all enemies and topple the golden statue. You can open the gate by shooting the switch at the top. You can topple the golden statue by harpooning it
edit: In the latest build, the harpoon isn't opening the gate, but luckily you can open it by running into the wall just under the switch. You can also topple the statue by running into it (no, gravity will not stop you)
Controls:
Left Click (LC) - attack
Space - Hold down to Run
Right Click - Aim Harpoon (VERY BROKEN CAMERA) Left Click to shoot, LC again to reel it in
*Combos:
LC -> LC: Two-Hit Combo
LC -> LC -> LC : Three Hit Combo
LC -> LC + RUN (Hold) -> LC : Four Hit Combo
While running: LC -> LC : Running lunge/slice combo
T : Special useless combo!
This is a combo that I spent a lot of time animating but was supposed to be part of the limit meter so I had to scrap it at the end. You can activate it with T, but it doesn't do damage or have any fancy limit-breaky effects
The combo timing is pretty hard to pull off. For the first attack, click at the top of the swing when the flash appears. For the follow up, click at the end of the follow-through when the weapon is close to the floor. If you hold space while you do the 2nd input, you can go into the 3rd and 4th attacks which are easier to pull off
* I added a white shine that appears on the weapon to indicate when to attack to progress the combo meter. This broke towards the end of the jam, so I had to simplify it so that button mashing works :/
Theme: Limit
Alright I'll just come out and admit that I completely failed to fit the theme. I had the groundwork laid out but I just missed out on implementing it.
As you attacked enemies, you were supposed to build up heat which increased a limi-gauge (like Devil May Cry). If your heat went past the safety limits, your gun would explode and kill you, so gameplay would have you trying to balance the limit gauge, while fending off waves of enemies.
I had the animations, and the heat tracker working properly, but when I started putting it together, everything else started to fail on me. The enemy AI lost its mind, my animation tree started acting up, and the harpoon camera was a disaster (first time using cinemachine)
Restriction: Control the Environment
I started this jam with nothing but an unfinished human basemesh with no hands or feet and only half a rig. So when I started doing concept art for the main character, the lack of hands was a bit of an issue. Long story short: the Harpoon-bayonet-flamethrower thing just sort of happened, so I ran with it.
The harpoon was a perfect candidate for this restriction so I knew I was going to need it to be able to pull stuff early on. The idea was that you would harpoon stone pillars, statues, and various props to open new paths and crush enemies.
Music by Kevin "The GOAT" MacLeod
Exhilarate by Kevin MacLeod
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