FoonLudum Dare ExplorerLD26 → Milo's Bridge

Milo's Bridge

By adjotur

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CategoryRankScoreCount
Coolness362
Humor7681.95
Mood12381.79
Graphics12592.00
Fun12921.83
Theme12982.40
Innovation13071.80
Overall13291.97

Comments

cogentinvalid 2013-04-29 03:51

The game seemed to run slowly on my computer, maybe because I had a lower framerate. All in all it was pretty good for an early game made in 48 hours. I think the combat would have been more interesting with some flying or jumping enemies (if there were any, I didn't manage to get to them), since it would give jumping more of a purpose besides getting across the bridge.

fueelin 2013-04-29 04:13

Ran fine on my computer, but I couldn't really seem to damage the second enemy type... Bridge got owned :(

adjotur 2013-04-29 04:27

I realized that I had one value off, quickly changed that and now the game should work much better.

nxsverigmail-com 2013-04-29 04:58

Getting an error that there's no main class? I think I have some problems with Java anyway...

robcozzens 2013-04-29 05:04

Pretty cool idea.
The jumping animation could use some improvement... (using acceleration instead of just velocity)
The bridge health never lowered even though bad guys got to it.

frr171 2013-04-29 05:06

Cool idea - although it seemed like my bridge was invincible for some reason.

tomk32 2013-04-29 05:07

Either it's slow (mac, shows FPS 30) our your controls are slow, neither is fun. New wave won't appear until I killed the last? That's almost boring ;)

adjotur 2013-04-29 05:10

Ugh. Sorry about the invincable bridge. Small error on values :(

mikebolt 2013-04-29 05:11

Those dang fire ghosts hurt my bridge! The rest of the enemies are pretty weak though. Good fun.

adjotur 2013-04-29 05:12

Thanks mike :) Also, yeah, the fireballs are pretty nasty.

netgrind 2013-04-29 05:21

I had a problem with no main class when I tried to run the jar.

milo 2013-04-29 21:00

I unfortunately didn't make it to the final wave (I made it to wave 15, then lost). I was excited for each new wave though, because I wanted to see if new things would arise. It did, by the time I lost, start to feel repetitive, since the game had a slow pace (I didn't have to dodge much of anything or move quickly) and mostly had me hitting enemies with my dagger from behind.

arcana 2013-05-02 03:41

The frame rate was really high but it was really hard to see that I was attacking. I wish I had a bigger sword. :) My bridge though was certainly dying, but the "game over" was a little bit abrupt. A "retry" option would be good. I don't think I was taking any damage even though I had a life bar?

Keep it up. BTW I really liked the color scheme for the blocks on the ground.

tankete 2013-05-04 05:08

Fun. Definitely look into how to add sound as it'll help keep players engaged.

adjotur 2013-05-04 05:10

Thanks tankete. On a side note, in the past week since the compo I have done a bit more work on the game. Patched some mechanics and actually learned how to add sound :D. Game plays so much better, and I wish I could share it!

hnjslater 2013-05-06 22:27

Good first try!

jellycakes 2013-05-06 22:30

Was pretty cool, the attack was a bit slow so I couldn't really kill any enemies in time to save my bridge. Good job anyway.