FoonLudum Dare ExplorerLD32 → Melon Thrower

Melon Thrower

By thepattybeast

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CategoryRankScoreCount
Humor6842.47
Theme7023.17
Innovation7652.78
Fun8832.61
Overall9582.67
Mood9742.25
Graphics10162.16
Coolness195232

Comments

maral 2015-04-20 13:30

Did not work...

sri-harsha-chilakapati 2015-04-20 13:48

Small nice game, but the background color bugs my eyes. Also the fonts are severely aliased.

thepattybeast 2015-04-20 13:49

Sorry i forgot to include linux and mac naives. it should work now

mizipzor 2015-04-20 14:00

A strange concept, I think the melon fire cooldown needs to be way shorter. Something about that background color makes it difficult to look at during longer sessions. Didn't try MP, though. :)

thepattybeast 2015-04-20 14:06

Mizipzor the melon fire cooldown goes down with every kill

mcburrobit 2015-04-22 23:09

That hot cyan burned my retinas. Java entries are always nice to see.

teamcalcium 2015-04-23 12:56

Prolly a good idea, but lacks the implementation. The graphics are unappealing.

cyand1317 2015-04-25 10:00

Doesn't work under Linux, unfortunately.

However I have found what caused it... The slash is '/' on Linux instead of '\' and therefore the resources cannot be loaded correctly. (Don't ask me how I did this... I just took a look at the console and found this...)

boxedmeatrevolution 2015-04-30 19:42

I didn't get a chance to play the multiplayer. Adding in the level editor was neat. Single player wasn't great.

The most obvious problem is the melon reload time. The player wants to always be doing something, even if that 'something' is just clicking furiously. If you're going to add a reload time there needs to be a reason for it, and you need to give the player something else to do while they're waiting (e.g. a way of setting the enemies up for the next shot, or having a game complex enough that the player uses up the wait-time strategizing their next move).

I also think the game mechanic itself could be better implemented. Dropping melons on bananas sounds like it could be fun... but the way it was implemented was totally generic. It just felt like dropping <sprite_a> on <sprite_b>. A little animation and sound-effects can go a long way! Seeing and hearing splatters would have been great.

I do wish I had someone to try multiplayer with to see how it works. I know that multiplayer can be a tricky thing to set up, and it's always nice to see a ludumdare creator that went the extra mile to add it.

franklins-ghost 2015-05-02 15:30

Impressed you were able to get in multiplayer and a level creator in the short time you had. Just had issues as people have mentioned with the background colour being to strong a colour on the eyes while playing for awhile.