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Sprawl
Sprawl
By onehp
| | | | Percentile
|
|---|
| Category | Rank | Score | Count | LD19 | Ever |
|
| Innovation | 234 | 1.57 | 21 | 2.9 | 0.4 | |
| Fun | 221 | 1.73 | 22 | 7.9 | 1.1 | |
| Theme | 223 | 1.96 | 23 | 7.0 | 2.2 | |
| Graphics | 239 | 1.32 | 22 | 0.8 | 0.1 | |
| Audio | 148 | 1.86 | 22 | 28.5 | 5.6 | |
| Humor | 215 | 1.33 | 9 | 2.2 | 0.6 | |
| Overall | 234 | 1.70 | 23 | 2.9 | 0.3 | |
| Community | 224 | 1.38 | 8 | 4.2 | 7.3 | |
| Coolness | 150 | 2 | | 10.0 | 0.7 | |
Ratings received
| Overall | Audio | Community | Fun | Graphics | Innovation | Theme | Humor
|
|---|
| 2 | 3 | 1 | 1 | 1 | 3 | 3 | |
| 2 | 1 | | 1 | 1 | | 2 | |
| 1 | 1 | | 1 | 1 | 1 | 2 | 1 |
| 1 | 2 | | 2 | 1 | 1 | 2 | |
| 3 | 2 | 2 | 3 | 3 | 3 | 3 | |
| 2 | 2 | | 1 | 1 | 1 | 2 | 3 |
| 1 | 2 | 1 | 1 | 1 | 1 | 2 | |
| 2 | 3 | | 3 | 1 | 1 | 2 | |
| 2 | 2 | | 2 | 2 | 2 | 2 | |
| 1 | | | 1 | 1 | 1 | 2 | |
| 1 | 2 | | 2 | 1 | 1 | 1 | |
| 1 | 2 | 1 | 2 | 1 | 1 | 2 | |
| 1 | 1 | | | | | 1 | |
| 2 | 2 | | 1 | 1 | 2 | 2 | 1 |
| 2 | 3 | | 2 | 2 | 1 | 1 | |
| 2 | 2 | 1 | 2 | 2 | 2 | 2 | 1 |
| 3 | 2 | 1 | 3 | 3 | 2 | 3 | 1 |
| 2 | 2 | 2 | 2 | 1 | 2 | 3 | 2 |
| 2 | 2 | 2 | 3 | 1 | 2 | 1 | 1 |
| 1 | 1 | | 1 | 1 | 2 | 1 | |
| 2 | 2 | | 1 | 1 | 1 | 2 | |
| 1 | 1 | | 1 | 1 | 1 | 1 | 1 |
| 2 | 1 | | 2 | 1 | 2 | 3 | 1 |
Comments
ranklar
2010-12-21 00:29
Pretty bland in terms of fun and game play. I went through many screens, collecting over 100 yellow boxes, and finally had to quit. Some use of sound, nice colors, overall a decent submission for 48 hours. Kicked my game for sure.
xra
2010-12-21 06:48
to spice this up a little, since each room has a border or some type, the border could be slowly closing in on you, get a bit of urgency in there. the movement could also be fixed up so that it isn't a keypress for every step
devenger
2010-12-21 13:00
Always nice to see a bit of random level generation, but the world wasn't really populated with anything interesting (though the recurring features like the walled gold caches were good in that it gave a little more of a sense of place). The movement was a bit tiring on the fingers (even if movement is to be locked to grid squares, it would be nice if holding down a direction moved you that way at a steady pace), and the penalty for being killed was trivial (making death result in game over and having therefore the concept of a high score would help give the game challenge). Still, well done for getting a working game out.
As other have said, a little harsher penalty for death or another way to limit the game would have given this some much-needed depth, but there's something always fascinating about randomly generated worlds...
endurion
2010-12-22 17:06
Hmm, not much of a game. You need to put some challenge or goal in there, even when it's only a highscore.
Also, when the focus is lost I can't get it back and have to refresh the page.
jonbro
2010-12-23 00:32
I liked the random level generation, but I thought that there could be some amount of difficulty added to the game, most likely by the enemies moving faster towards you.
jolle
2010-12-23 20:49
When playing, it does not feel like I'm working towards a goal. Otherwise it's a good start.
This was a little monotonous, but at least it's a finished game.