helloserve 2011-12-19 09:37
Excellent! Scary, and it inspires franticness. Love the old 8-bit throwback too.
Foon → Ludum Dare Explorer → LD22 → Sinkhole
By shauninman
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 2 | 76 | ||
| Theme | 52 | 3.67 | ||
| Mood | 97 | 3.27 | ||
| Overall | 135 | 3.17 | ||
| Graphics | 139 | 3.35 | ||
| Innovation | 172 | 2.94 | ||
| Fun | 203 | 2.74 | ||
| Humor | 428 | 1.60 | ||
| Community | 516 | 2.05 | ||
| Audio | 590 | 1.06 |
Excellent! Scary, and it inspires franticness. Love the old 8-bit throwback too.
Love the GB style graphics. Would have like more different items and maybe one single bigger floor than multiple ones that look pretty much the same
Nice idea, and really good graphics. It would be nice if the collision detection with wall tiles was a bit more forgiving (say, when the player holds the walk left button but hits a wall tile have them 'slide' either up or down along the wall depending on their last direction of travel on the vertical. or something :)). I like that you included a work log and linked to the cellular automata algorithm - it's inspired me to have a play with this.
Nice game! My game plays like this but yours is way way better. I like the monologue part because it gives the character personality. Too bad you didn't do this in Flixel maybe I could learn a thing or two from you. Giving this 5 overall. There's some problem with collision btw, I could not pass through one of the corridors.
Definitely some problems with location changing while turning. Often when I'll turn, I end up inside of a wall. One time this got me eaten by a monster. Another time it got me stuck. It also seems to prevent normal movement through narrow/twisty sections. The 'absent' monsters are scary as heck.
Really solid stuff! I played some 14 levels before realizing that it doesn't ever end. The engine is good fun, and I like the idea.
Thanks guys!
@cakemonitor I've been updating the game the past couple days (add "sinkhole" to the url to see the current version, just don't judge based on that version). Collision and cornering are much better and more forgiving.
@Tristan, JavaScript and ActionScript aren't all that different, just view source on the web page, you can probably figure out the relevant bits.
@Goldendice If you ever get stuck just try pressing in an adjacent direction. There's definitely egregious sub pixel collision problems in the version I submitted.
I LOVE your title screen / logo. But for some reason... the game is SUPER tiny in my browser. Like... less than 10 percent of the screen. Zooming in make the page scroll when I press down. :( I was able to get through 3 rooms.
I liked this game a lot, though some sound would give it a great atmosphere. Collisions were a bit off and I gave up after doing about 10 levels in a row. I stock up on batteries and matches, so I was going to survive for long. I get the feeling that an "infinite mode" might not be the way this game is meant to be played.
Well done, nice level generation. I got to level 10 before dying, and I'm pretty sure I died because the monster spawned on top of me (or at least it seemed like he did).
Are you supposed to respawn on the same level when you die? I also assumes the game never ends? I stopped playing on level 12 (two levels after I died) because wandering around the same empty caverns couldn't keep me interested any longer.
A bit of environmental variety, either more environments, or more things to see in the one environment, could go a long way.
Cool graphics, good mood, the mechanics are interesting, loved how the enemies approached from the dark and disappeared under the light, feels kinda scary. Good entry!
The graphics are quite good and the monsters are great. I love how you never actually see them. Unfortunately, after wandering around for a while, it started feeling very same-y. And then I was killed when a monster spawned on top of me.
Still, very atmospheric.
Terrifying. Beautifully put together, nice work.
It was a bit disorienting that collisions don't take account of perspective, so that the top of the player's head collides with the bottom of a wall.