FoonLudum Dare ExplorerLD27 → 10 second burn

10 second burn

By paul-sinnett

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CategoryRankScoreCount
Theme3283.39
Graphics3363.28
Fun5382.94
Overall6762.95
Audio7492.18
Innovation9222.44
Coolness173822

Comments

ossi 2013-08-26 04:01

It's a neat idea to use time as a hidden resource and constantly having the alarm mislead you. I did have some trouble landing though, was kinda tough for me to position myself without gaining too much speed even if I was fairly low to the ground. Love the vector style art, and the sound effects may be a tad bit loud.

drachlen 2013-08-26 04:02

I had a lot of fun playing this. If I had any complaint, I wish there were more scenarios to play through. I love the controls, the graphics, and the difficulty of it. Great job!

paulsinnett 2013-08-26 09:39

Yeah, I do need to tweek the controls to make things a bit easier. I'm using the real gravity value for the moon and for the scale of the landing module.

I did want to make more levels, but ran out of time. Other commitments.

paulsinnett 2013-08-26 22:55

I think I might start on a post competition version. I'll put in more scenarios so that the abort mission option will have more meaning.

jason 2013-08-27 04:02

Tough game! But its fun and has that addictive, one more try and I know I can get it feel.

I have mixed feelings about the hidden fuel. By not seeing the fuel it didn't really add much? By seeing it, you would get that sense of urgency as its running out. But since I didn't know what it was and could just ignore the alarms, I almost just ignored that feature all together. Still, I enjoyed the game!

paulsinnett 2013-08-27 06:39

Yeah, I think I needed multiple levels to give a greater sense of loss from failing to land within the fuel limits.

kaype 2013-08-27 23:10

Great Job. I had a good time playing.

The graphics are great and you got the controls spot on!

oajfh 2013-08-28 19:41

It reminds me of another landing game with limited fuel and vector graphics. Will try and find it.

paulsinnett 2013-08-29 06:54

I've started working on a post competition version of the game:
scratch.mit.edu/projects/12021906/

Issues addressed in this version:
* now easier to land
* sound effect volume reduced
* you can no longer crash into the warning messages

flavio 2013-08-30 09:45

Really fun ! I had a really hard time landing the probe, and I felt lucky more than a really skilled pilot :) Maybe you could have create an easy-medium-hard level system ? And one or two more levels would have be really fun also. Great job !

jupiter_hadley 2013-09-02 05:54

I couldnt beat it!!! lol but it is a fun game, very addictive in the whole you-really-want-to-beat-it type of way. I featured it in my Ludum Dare compilation series, if you'd like to take a look :) http://www.youtube.com/watch?v=O6xfnRK2Anw

paulsinnett 2013-09-08 11:45

Thanks for the video. The compo version suffered quite badly from the rule that the feet had to land together. From the video it looks like that was what was causing most of the problems after getting the initially drop under control.

I've relaxed that rule in my post compo version. I needed to try out some alternative hit detection as the mechanisms Sctach has for this kind of thing are quite primitive. I think this has now made the game overly easy although I plan to release harder landscapes at some point to vary the difficulty and provide more of a campaign gameplay which will make aborting the attempt a proper risk / reward.

fferro234 2013-09-16 04:01

I liked the vector art style. The game reminded me of some old atari maybe nintendo game where you have to land on stuff and the controls are similar. I don't remember which one though. Cool idea, needs a bit more levels or something though.

hardgrafter 2013-09-16 20:00

Nice idea, more levels would of been a plus but fun to play!