cplmustard 2011-12-19 06:51
Good use of the theme, very basic though, and not much to it, also couldn't help but notice that you can run on top of tables, seems to me you should collide with them.
Foon → Ludum Dare Explorer → LD22 → People
By commando
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 2 | 75 | ||
| Theme | 117 | 3.41 | ||
| Mood | 161 | 2.93 | ||
| Innovation | 427 | 2.21 | ||
| Community | 436 | 2.27 | ||
| Overall | 511 | 2.31 | ||
| Humor | 524 | 1.40 | ||
| Fun | 544 | 1.86 | ||
| Audio | 590 | 1.06 | ||
| Graphics | 654 | 1.62 |
Good use of the theme, very basic though, and not much to it, also couldn't help but notice that you can run on top of tables, seems to me you should collide with them.
Ah yes, about the tables - didn't have the time to work that bit out, and my collision method was very primitive as I don't really know the ideal way to do it.
I found the password fun to find, and enjoyed reading the messages you find, but the picture of the outside world ruined it for me. In my opinion, it would have been better not to show the outside, instead of this drawing. But even if it was short, I found it kinda well written, and it gave me a little feeling when I realised what the password was.
I completely agree with that comment. ^ Every single word.
I also agree that the table should have been collidable. But all in all, I think it was pretty awesome storywise.
Honestly for a first time entry with limited programming experience this is pretty great. It is short but the narrative is interesting and it makes you think a bit.
Also I liked the final shot. :P
Ahh, I feel so stupid now. I can't figure out the first password. I thought it was "death" but that doesn't seem to compute...
Anyway, I think that you really get the theme and the mood right.
If you want to find out the password you can just check out the source code by the way.
the puzzle was nice, good use of the theme.
I would have preferred an explicit enter button for the password.
I find it very frustrating when playing a puzzle game and I don't even receive confirmation that an attempt is being recognised by the game
I liked the game alot! I found the story very interesting and the "twist" at the end was great!
Thanks for all the comments people! They're very encouraging and I'll be sure to keep the advice in mind the next Ludum Dare.
Hi!
- Setup a list of rectangles where the player can't move instead of rectangles where he can move.
- Use the intersect()-method to check, if the player wants to move in a collision-rectangle.
- If he wants to move, set a temporary variable with the wanted position, check if there is no collision and then set the
player's real position to that (you did this right ^^)
- Every trial of moving you can check the player-rectangle against all collision rectangles: this method is okay and for
a 48 hour game there is no need to implement intelligent collision checking until the simplest way has a bad performance
or doesn't feel right.
- Now, you can add collision boxes for the table and other things.
- If you want to implement the interaction, you can setup a second rectangle for these objects which is bigger than
the collision rectangle. If the player intersects with it, there is a interaction possible with space-key (you did this
with a contains()-method, what is okay too).
Efficient collision checking is an interesting research field :) there are a lot of methods to do these checks in a efficient way.
If you want to go on for the next ludum dare, try to implement a line intersection check so you can let the player colliding with
a polygon.
And really important: Try to use the simplest way instead of wasting time for heavyweight collision checking algorithms.
An interesting concept that works pretty well. I'll second the call for an explicit 'Enter' key on the passcode. Overall, a great first attempt!
Wow, thanks Jeremias! I'll definitely implement that from now on, and I'll look into polygon collisions. Interestingly, I recall having done those in an asteroids game a while back, but I've completely forgotten them! Also, I usually do the "can't move" instead of "can move," but for some reason (brain glitched out for a second?) I did the reverse this time. Again, thanks for taking the time to help me!
For something so simple this very effectively achieves what you set out to do. Kudos.
Pretty sad mood. Weird how so many games here suggest suicide as a solution. It makes me really sad.
Thanks Dan!
Gebirgsbaerbel: I understand what you're saying, but notice how the game "narrator" explicitly notes that his method of escape - suicide - should not be chosen. He is implying that it represents a weakness, that a human should never resort to such measures, and that our hero in this case should certainly not do so.
Fits the theme very well, and although it was short it used the time well. Nice job, and I look forward to seeing what you bring to the next competition.