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AVOIDAL
AVOIDAL
By hybridmind
View on Wayback Machine
| Category | Rank | Score | Count |
|
|---|
| Fun | 17 | 3.53 | 34 | |
| Graphics | 24 | 3.65 | 34 | |
| Audio | 18 | 3.22 | 32 | |
| Overall | 14 | 3.62 | 34 | |
| Community | 1 | 4.52 | 21 | |
| Coolness | 3 | 30 | | |
| Innovation | 64 | 3.18 | 34 | |
| Theme | 30 | 3.85 | 34 | |
| Humor | 64 | 2.48 | 23 | |
Comments
Strong concept, well implemented. Smooth graphics and great batman-style word effects. I felt like I didn't have enough room to fairly avoid stuff sometimes, but it's not a huge deal. This game seems to me to have commercial potential as-is.
covenant
2010-08-23 08:03
One of the most enjoyable games I've played so far on the compo... Agree with devinmoore...
Need to be a bit slower, though, I was overwhelmed half the time! :)
Cool game. Is a lot of fun on a tablet. A little bit too difficult in my opinion
eli
2010-08-23 11:45
The smoothness of this game just leaps out at you. The slick graphics and cohesive styling are fantastic.
jhelle
2010-08-23 12:12
The game reeks of good production value, and its quite fun too. It is however a bit too hard.
Good work!
doches
2010-08-23 14:45
Classic HybridMind, esp. in that it's clearly a follow-on to Contentric. I love the fact that you basically nailed the gameplay in that first prototype, then spent the rest of the compo polishing.
God /damn/ is it difficult, though.
Whoa I just realized you can now comment in here! Thanks for the difficulty feedback everyone--I totally agree. I've been playing the heck out of this game and will be patching the difficulty curve in the post-compo build. Just need to slow the acceleration of the various params down a tiny bit I think plus add a tiny moment of invulnerability when you get hit (that way you aren't destroyed unfairly when you collide with a swarm of seekers you're carrying around all on top of each other...)
recursor
2010-08-23 16:49
Nice polish on this game. Well done.
danik
2010-08-24 16:17
Great game, lots of fun! I agree on the difficulty issue though, it's pretty hard right from the start.
sparky
2010-08-24 16:44
This is pretty solid. You were smart to pick a game with limited scope, by the way- it seems like you were able to make a much more polished game as a result.
I like the way the mines feel, by the way- what sort of behavior are they using? I will hazard a guess and say they move straight toward the robot at a velocity which increases with distance (and I'm guessing there's no acceleration?).
I like the "ouch" effects, by the way. Oh, and the tension of approaching a mine as it's getting ready to explode is fun.
Nice job, thanks for making this.
I was idly wondering, do you think it would work to have the robot swing in a fun swishy way instead of popping between angles as we move left and right? I could see little floppy legs being an awesome touch too :D.
Oh, and if you ever want feedback or help testing, I'd be happy to help. I'll be around the #ludumdare channel.
@Sparky: the seeker behavior is your basic spring formula -kx w/ friction and an offset I throw in and increase to keep the seeker tracking a point in space that starts at the player in earlier difficulty levels and gradually moves towards a bigger offset to make the seeker want to track in front of the player (according to angle.)
I wanted the robot to have more of a funny swing like you describe but the point at the compo in which I started coding that was like 1hr to go and I still had to do music so my brain wasn't working great at that point. I managed to get the simple angle leans but yeah I do want more. I'll put a note of that on my post-compo todo list.
I have made steps to address the difficulty now in the post-compo version if people want to try that after they've already played my compo version. Remember not to use the post-compo version for rating!
@recursor and Danik: thank you for trying it out--glad you enjoyed it!
niallm
2010-08-28 02:46
Yeah, this is great. Really well polished And I really like the kind of minimal sound effects.
gbgames
2010-09-02 12:15
You lose health much more rapidly than you can gain it. The game rewards you for succeeding multiple times in a row without being hit, but being hit has such a negative impact that avoiding being hit is its own reward. It's like getting bonus allowance for not playing in the middle of the street. B-)
Otherwise, it's highly polished aesthetically, and I see a lot of potential. Nice job!
pekuja
2010-09-04 22:25
Fun game. A bit frustrating when you hit seekers that spawn right on you when you move around the level.
I think it'd be cool if the seekers moved in a swarm instead of in a clump. Currently you can't even see how many seekers are following you.