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Hangman

By mattdev

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CategoryRankScoreCount
Innovation1243.1234
Fun1202.9734
Theme863.0634
Graphics1233.0034
Audio413.3633
Humor1582.3923
Overall953.1534
Community1112.8919
Coolness1195

Comments

andrewbc 2011-05-02 08:47

Pretty fun, the rope mechanic works really well, and the music is great. There was one little spot after the fire where I couldn't figure out how to swing up there. Bah.

jsmars 2011-05-02 09:01

I really liked the rope mechanic!

zutty 2011-05-02 12:37

I died A LOT. Didn't finish it. The rope mechanic is fun and clever, however the levels are extremely unforgiving and the guy's hitbox is MASSIVE. Loved the music.

alexlarioza 2011-05-02 20:52

Oh my, loved the ending! The rope mechanic made me feel like Indiana Jones, but it got quite frustrating at times when the physics didn't work quite right. I did NOT enjoy the laggy jump key. Was this intentional?

mattdev 2011-05-02 21:36

Thanks for trying it out. I think I probably did make the levels a bit too hard. If you're stuck, a good rule is to always try jumping and shooting a rope upwards; there's probably a block to attach to, up above the camera's view. I should've fixed these situations, but ran out of time.

alexlarioza: Really glad someone made it to the end :D. Yeah, there are still plenty of bugs with the rope system. The laggy jump key was something I was trying out, and just kinda ended up being left in, unfortunately. I wanted it to play a short jump animation before he left the ground, but never got around to putting the actual anim in. Anyway, glad you enjoyed the ending :).

mchnzr 2011-05-02 23:39

Cool stuff! I would have found it more intuitive if jump was W instead of Space. Did you try having it so you could rope without jumping first? I'm wondering what the reason for that was.

athanazio 2011-05-03 02:16

very cool, I lked the music :)

burnzez 2011-05-03 04:08

Space for jump is horrible.
Character movement doesn't feel right either. (Things like lag on jumps)

Everything else was pretty nice though.

7.5/10

mattdev 2011-05-03 09:52

mchnzr: Yeah, W for jump would've been better. I had it like that originally, but needed to allow for climbing up and down the rope, while swinging... and I needed to make it possible to jump off while swinging too, so jump had to go on a separate button.

Re: roping without jumping first: I reaally wanted to get that in, but ran out of time. The way I set it up, the rope disappears (and your character falls to the ground) if your character collides with anything. This was a temporary solution to the problem of swinging straight through walls, but ended up staying :/. It also meant that if you're not air-borne, you can't throw the rope.

covenant 2011-05-03 13:12

Typo on the instructions (A and D to move left and right, not W and D), jump felt a bit laggy... But it's a fun game!

the-jack 2011-05-04 05:43

The fire! It burns my fragile flesh!

Pretty neat, though a few of the scenes made me think I was hanging myself.

endurion 2011-05-04 12:24

Very fun in the start, but the controls make the latter stages really tedious. Nasty hidden ledges in the third (I think) stage and grappling while jumping/falling is really tough.

Very good music, A bit more polish control wise and it's a corker!

winterblood 2011-05-04 21:35

Really nicely done, but the keys were a bit tricky. Not sure that aiming with the mouse is really necessary, I think a fixed angle on a keypress would work fine and be much more tactile. Good job though!

telluse 2011-05-05 19:54

I liked the basis of the game, and you obviously made more headway with experimental sidesteps than I did :P
The "laggy" jump and roping aside this is a nice little gem you've put together.

Although the theme seemed a bit stitched on in the intro, the visual side especially was pretty interesting to me. the creature from the intro as well as the beasties hinted at an imagination quite unlike what I usually see. It kind of reminded me of the surreal and utterly twisted and unreal aspects of Xeno Clash, utilising anthropomorphic constructs that aren't necessarily out of the ordinary to create entities that strike us as utterly out of this world.
I know it sounds manic coming from such a small selection of sprites, but it had a powerful effect, I thought. :)

The sound was technically well conducted, but it struck me as just a tad misplaced in the setting. This coming from a guy who thought that music sounding like a ToeJam knockoff fit well with zombies, but still... :)

Still, these are small details in a really nice compo entry. I'll strive to reach your level of experimental succes in the next compo :)

killedbyapixel 2011-05-07 03:00

Nice rope physics and level design. You could have saved yourself some time and skipped doing a game over screen, it got annoying after a while. Instead just start him back at the beginning of the level. Also it's fine to double up on controls, both space and W should be jump. This way you cater to more people's desired layout.

randomnine 2011-05-08 21:48

Neat. The physics felt a bit rough - the rope disappearing every time you touched a wall is harsh, and your velocity when you detach the rope seems inconsistent.

You shouldn't ever require players to guess at the existence of and interact with something that's off camera.

elbowroom 2011-05-09 09:07

Wow, there are more games with 'grapling' in this competition than you can shake a stick at:)

And suprisingly they are all good.

lol at the ending.. love the music, where do you people come up with these great tunes? I agree with alexlarioza & mchnzr. (dislike laggy jump, w > space)

However, I think leaving stuff out of camera is cool but I can see why R9 commented that it's bad practice..
The monkey looked like the 'evil girl' from Ringu:)

The game had an unshakeable classic feel..

yrael 2011-05-11 05:34

The rope mechanics were very cool, but I had a sort of crash at the second level (not counting tutorial).

It is pretty tough, but it is fun.

mwest 2011-05-15 09:31

Nice entry, well done! I only got to level 3 or 4 though, so I missed the ending... The graphics and sounds were quite good!

The game was difficult for the wrong reasons (unreliable glitchy controls) and levels designed so you have to play through and die before coming back and doing it right... that killed the fun factor for me (though the basic rope swinging mechanic is quite fun).

jesse-chand 2011-05-18 01:49

The physics were well done. Good job! :)