aquasheep 2012-08-27 20:35
It was cool. The "bang" sound was really sharp though. I had to turn my sound down. Definitely funny concept though.
Foon → Ludum Dare Explorer → LD24 → !wrms
By levelbylevel
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Humor | 34 | 3.36 | ||
| Audio | 99 | 3.00 | ||
| Fun | 105 | 3.03 | ||
| Theme | 156 | 2.60 | ||
| Overall | 165 | 2.87 | ||
| Mood | 172 | 2.48 | ||
| Graphics | 228 | 2.33 | ||
| Innovation | 257 | 1.83 | ||
| Coolness | 618 | 46 |
It was cool. The "bang" sound was really sharp though. I had to turn my sound down. Definitely funny concept though.
Fire! Bang! Now this two words are stucked in my head :))
thats fun! would have been cool to have a single player mode, but i'm sure AI for that would have been tricky to code! well done!
Awesome!
Sweet animations, classic !wrms gameplay :) like how you crammed evolution in there at the last minute ;) It was worth playing through a third time just to get the Draw sound effect :-p
Hilarious. Nice work!
Loved the sound. Cool worms game.
The gameplay is much like other Worms styled games. Though I felt infinite movement was too much. I found it odd that you could type within the time limit box.
Turns out God won! :S
highscores in Audio and humor. Nice work.
Nice light hearted game. I had a fair bit of trouble getting the strength of the grenades right, by the end of a game I was still not quite getting it.
I love the sound effects. Made me laugh.
Funny game.
Liking the sounds effects. I just wish I had someone to play with. Sometimes a grenade would get stuck in the ground instead of bouncing.
Haha funny sounds! :D
Will you release the source code? I'd like to understand how you are doing to compute the world collisions and things like this. Can you explain a bit?
Cool game. I played it at work with a friend and Darwin won! Too bad there is only one weapon
Hi Cthulhu, unfortunately I wont be releasing the source code, but the destructable terrain is using a technique in flash (though in this case Haxe) where I have two bitmaps, a terrain bitmap and a destruction bitmap. These two bitmaps are compared and any pixel on the destruction bitmap that isnt 100% alpha has the corresponding pixel on the terrain bitmap's alpha set to 0%. When I want to destroy the landscape, I simply draw a shape to the destruction bitmap and update the terrain bitmap using the above method for the area that's changed. Collision of players and grenades is done using pixel collision checks of the object and the terrain. I may do a blog post on it at some point... though the technique has been blogged about by a few others :)
Pretty cool.
For some reason Darwin always seems to win!
Cool game :)
Love the voice acting!
I killed one of my guys at the same time as the last angel and it said it was a draw. (the score was actually 4-1)