lizzip 2013-08-26 12:28
This has a great amount to it for being done in 48 hours. Great work and game
Foon → Ludum Dare Explorer → LD27 → Second Legend
By misson20000
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 688 | 2.94 | ||
| Graphics | 721 | 2.61 | ||
| Fun | 820 | 2.61 | ||
| Innovation | 867 | 2.53 | ||
| Theme | 992 | 2.59 | ||
| Coolness | 1613 | 30 |
This has a great amount to it for being done in 48 hours. Great work and game
Nicely done, except... Boy did you forget that the only tiles that need displaying are the ones touching the screen, which you could have utilized to make objects not display unless they were on the screen... Also some sound would have been nice. And there is no reason to fight any enemy in the game, so I just ran past and did fine. Pretty interesting implementation of the theme, if only I knew where to go... Eh. 2/5.
Nice solid roguelike. The later levels with all the boxes got a bit boring, and the game certainly had plenty of health potions!
I get the error "could not find the main class" when I try to run it. Couldn't get the web or local version to work.
Lots of content and I like the graphics. Would be good if you could move faster and the enemy AI could be a bit more aggressive, just now it's too easy to avoid the encounter.
The gameplay was nice and simple, I especially liked the idea of using items directly from the (very Minecraft-like) inventory. As I recall, though, the beta version of this game had nice hand-composed music, and I don't hear any audio of any kind, online or in the applet. Also, it would have been nice if the levels later on had been more interesting instead of being made of mazes full of empty chests, but the super-speed effect of "punching" through the doors made it less bothersome. A pretty nice game overall.
The game DOES have sound, but the javaxsound.sampled API is the worst sound API I have EVER seen, and I couldn't get ANY sound to work outside of my IDE. It made me sad, because I made pretty good music for the game, too. I also didn't forget that offscreen tiles didn't need to be rendered. I was just too lazy to implement it...
The slime AI worked pretty well until I implemented skeletons, and then something borked up with the AI and I was too lazy to fix it. I sorta lost my creativity for the last few levels, and I was going to implement a key-door system like Legend of Zelda and many other games, but I didn't have time. Seeing that so many people played it, though, I might try to port it to flixel, which should fix some stability and performance issues, and add more features/levels/FUN!