FoonLudum Dare ExplorerLD20 → Danger Lawn

Danger Lawn

By cooshinator

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Coolness243

Comments

dsv101 2011-05-03 02:41

idiot, the game doesnt show up on your site

dsv101 2011-05-03 02:41

nvmd, you have to click the link, sorry

cooshinator 2011-05-03 02:44

Yeah, Dropbox spontaniously uninstalled itself on my computer :/ Due to this, I needed to use Google sites to upload it, which acts wierd when embedding.

dsv101 2011-05-03 02:44

okay, and good job at fixing my checkpoint time error.

dsv101 2011-05-03 02:45

also, where is the source zip?

cooshinator 2011-05-03 02:54

All is fixed now, as with the source code. And could you possibly comment a tad less? We know eachother in real life, no need to waste space :)

gopher 2011-05-04 01:42

pretty fun game, guys, very nice! Simple, but a lot of clever little elements in there, like the head-juggling objects to whack the flying squid. My only suggestion for improving it (other than perhaps some shinier gfx ;) ) would be to replace the simple time-based scoring with something more complex; give points surviving over time, but also for whacking things, head-bumping things, etc. Perhaps score multipliers while head-juggling something, things like that. Pretty fun little game as-is tho :)

dsv101 2011-05-04 01:45

I feel like adding that now ;) Maybe if i dont get to tired

jsmars 2011-05-04 01:47

Awesome game! Excellent tempo, and the music fits well. Fun and fast gameplay too. The problems I see are in the progression of the game. A game like this is played for beating highscores, right now it doesn't seam like the game gets much harder.
Also I like that there is a checkpoint system in a way, so that you can try going farther into the game (if it got harder it would be fun to tryout), but it also can ruin the highscore system.
A solution would be that you can restart from checkpoint if you like, but the seconds should still be reset. That way if you have 200 seconds on the highscore, you actually survived 200 seconds, not just re-tried until you got there.

And for any highscore game, a highscore list would be fun, offline or online.

Other than that, if you make the game harder and harder, it could also be fun with a few more types of mobs as you progress.

dsv101 2011-05-04 01:50

we wanted to add 2 more enemy types but ran out of time, we will definitely be making a lot more of games in the near future, thanks for all your support guys.

cooshinator 2011-05-04 02:05

@jsmars: I can understand where you're coming from. We ended up having very little time to tune out the progression. And as with the checkpoints, normally they can help with the high-score system, but only if the progression is tuned right (which we didn't). For example, an older LD game of mine called Island Defender had checkpoints and time scoring like this, yet it was tuned to the point where one could barely get through to the next one. As a result, it was pretty addictive and scored pretty well in the fun category & overall. So when we work on it more, the game should end up much more fun.

dmurph 2011-05-04 02:37

Very fun and entertaining game overall! I like the fast pace and all of the different objects and enemies. A highscore table would make this great! Only thing is that it doesnt seem like the game gets much harder as it progresses. But very nice game! Good Work!

dsv101 2011-05-04 20:33

thanks dude, we worked very long and hard in the 72 hours available and i did think of a high score table the next day, but thats too late :). The progression was a bit tough because it was all random creation and stuff.

the-jack 2011-05-07 20:25

Cool progression! The bouncy balls that went off at angles were a nice touch and whack-a-mole!

The hammering SFX was epic at first and then it was okay because I went deaf.