FoonLudum Dare ExplorerLD18 → 'Rover', Swarm and Gun Turrets

'Rover', Swarm and Gun Turrets

By pauloseamano

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CategoryRankScoreCount
Theme763.36
Innovation843.00
Overall1252.46
Audio1441.11
Fun1462.04
Community1541.33
Humor1571.31
Graphics1601.68
Coolness166

Comments

sfernald 2010-08-22 19:54

source is missing or zip is corrupted.

sfernald 2010-08-22 23:10

The source files are available at the bottom of the site with the game on (the code is crazy messy so don't stare at it too long...)

Hmm, I still get a 404 error when I click or right click that link. Thx.

pauloseamano 2010-08-23 01:44

apologies for the broken link, i will get that sorted asap (thanks for the heads up)

pauloseamano 2010-08-23 01:48

new source link at top of this page

devinmoore 2010-08-23 05:48

Cool concept. A few technical notes: I wish double-arrow keys would move the square diagonally. The circles jump around a bit during movement, if that were really fluid collisions it would look really sick. If you have to explain the gameplay, it should also be explained right there with the keys, etc. just so I don't have to stop playing to go read it.

pauloseamano 2010-08-23 05:58

Thanks for the input, the restriction of movement was a design choice to kind of make navigation a bit more challenging but I can understand your frustration at the lack of diagonal movement

jakkarth 2010-08-23 06:56

Nice work for coded graphics. The speed of the gameplay was a little slow imho. The flocking code for the swarm looks great. Nice job!

milsom 2010-08-23 09:50

I like this game, simple design works well, but is a silly slow gameplay

pokute 2010-08-23 10:12

The gameplay is a bit too slow. Also, could've used a feedback when swarm damages a turret.

osgeld 2010-08-23 14:26

not really sure whats going on here, sometimes my character starts randomly off screen, and I cant tell what the swarm is doing / not doing except killing me

sparky 2010-08-23 16:14

This is a good idea, but to be honest it feels like the execution is holding it back.

I second Pokuto's comment- it would be good to have more feedback when a swarm is damaging a turret. I couldn't tell, do they damage turrets when moving over them on their own, or only when the mouse button is held?

As I mentioned before, I think the idea's really good. I think this idea would work really well if the tuning were different- what if it were a faster game with smaller entities, tuned so it's more about dodging?

I hope I don't sound too negative, I really do like the concept, I just think it needs a bit more love.

Congratulations on finishing! And props for using Java.

pauloseamano 2010-08-23 16:26

Thanks for the input Sparky, I think I need to re-write the game instructions but they do damage the turret whenever they collide with them whether it's by clicking the mouse or moving on their own. Thanks for the constructive feedback!

whatz 2010-08-23 20:19

Nice use of them and cool idea. It is engaging - I definately wanted to beat some of those levels =) Agree that a turret damage indicator would help. Random placement of exit would increase the challenge.

drpetter 2010-09-04 02:26

Does mouse click attraction wear off with time, or once the swarm gets too close to the player thing? The second time I started playing, I was off-screen in the beginning and could move the swarm around as I pleased. There should be some visual indication of swarm hurting the turrets, to make it clear that something is indeed happening. Once I figured out what I should be doing, it became rather dull. Mostly a matter of patience. Maybe it could be more fun if the game moved four times as fast, with acceleration and inertia to both player and swarm, and maybe with rotating or moving turrets to give you a more dynamic challenge.

stqn 2010-09-06 08:06

Not bad, I like how the swarm moves, but I think the game would be more fun if everything went faster, maybe with a bit of inertia for the hero. Also perhaps some way to restore energy and/or health?

The way the tower's bullets just disappear feels strange. I was left wondering if they had hit something.

Some sound/visual effects are needed to inform the player that the hero or the towers are harmed too.

Also without reading all the instructions I had no idea what the red and blue discs were for! I thought they were part of the game objects. Just writing "Health" and "Energy" besides them would help, or maybe using rectangular gauges which are more common.