FoonLudum Dare ExplorerLD18 → AVOIDAL

AVOIDAL

By hybridmind

View on Wayback Machine

CategoryRankScoreCount
Fun173.5334
Graphics243.6534
Audio183.2232
Overall143.6234
Community14.5221
Coolness330
Innovation643.1834
Theme303.8534
Humor642.4823

Comments

devinmoore 2010-08-23 06:18

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! :)

benjaminum 2010-08-23 10:43

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.

hybridmind 2010-08-23 15:31

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.

hybridmind 2010-08-24 20:25

@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.