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Milo's Bridge
Milo's Bridge
By adjotur
View on Wayback Machine
| Category | Rank | Score | Count |
|
|---|
| Coolness | 3 | 62 | | |
| Humor | 768 | 1.95 | | |
| Mood | 1238 | 1.79 | | |
| Graphics | 1259 | 2.00 | | |
| Fun | 1292 | 1.83 | | |
| Theme | 1298 | 2.40 | | |
| Innovation | 1307 | 1.80 | | |
| Overall | 1329 | 1.97 | | |
Comments
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.
Getting an error that there's no main class? I think I have some problems with Java anyway...
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!
Good first try!
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.