isk 2015-04-21 04:11
The web version, at least, had me glitch travelling through some walls and sticking to a few others. Don't know if that's been noticed.
Also, the embedded player gave me some trouble to boot - that's a head's up.
Foon → Ludum Dare Explorer → LD32 → Killer Robot Stickmen
By cdrch
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Innovation | 860 | 2.42 | ||
| Humor | 907 | 1.84 | ||
| Graphics | 939 | 2.00 | ||
| Theme | 962 | 2.44 | ||
| Fun | 989 | 2.26 | ||
| Mood | 992 | 1.96 | ||
| Overall | 1054 | 2.30 | ||
| Coolness | 1383 | 47 |
The web version, at least, had me glitch travelling through some walls and sticking to a few others. Don't know if that's been noticed.
Also, the embedded player gave me some trouble to boot - that's a head's up.
The windows build works nicely, but the webgl version seems iffy. Overall its cool though, I like the idea, but the controls seem difficult to use. Lots of sticking to walls when I'd rather slide past them. Pretty fun though =)
@Isk - Thanks for letting me know. While it worked fine earlier, I think the embedded version is giving me a lot of problems now, compared to the web version without the embedded frame. Did you play just the embedded version or the separate web version as well?
@Mark T - Thanks! Did you play the WebGL version on this page (the embedded player) or by following the link? Yeah, the wall clinging and wall jumping were tuned for much more wide open levels originally. :) Letting go or tapping in the opposite direction should still let you drop though (unless you hit another wall...).
After living weapon mode ran out the first time, the coins came back permanently. From then on I was in living weapon mode permanently. (This was the WebGL version accessed through the link.)
At one point I tried to climb as high as I could, but between the lag and the fact that double jumping doesn't work reliably, I wasn't able to reach the top. When I went back down, the floor was covered in robots, three layers deep.
There really isn't much reason to climb, seeing as the robots all fall to the bottom, and you need to kill them for points. I guess if the weapon mode ran out, I'd climb to get away from them, but I wouldn't need to go far.
Maybe you could put something at the top, to reward anyone who makes it?
Could be fun after a healthy dose of polish. Overall, I like the concept of a platformer Pacman style game.
You got wall-jumping in! Nice job!
The coins were a little plentiful, I found there wasn't really any challenge at all. Although there was definitely an innate satisfaction to killing all the enemies who kept piling up at the bottom of the level.
You probably should have a better visual to convey information like how much time the player has in living weapon mode. The text blends into the background and it'd distracting to stop and read a number in the middle of gameplay.
Pretty cool overall!
The auto-loading web version didn't let me control it, weirdly, but I still managed to fill my coin quota before getting to the bottom.
Stick man was cool, but a little more in the way of level design could have made a big difference - particularly with blocks and stuff. Of course these things aren't always possible during the time limits :D
The wall jumping was cool as well. Nice job! :)
Cool controls with double-jumping and wall-jumping! Seems a bit buggy at this state, I became the living weapon very early and had it the rest of the game, so there was no challenge.
This game can become real fun with some polish! It is like a mix of Lode Runner and Pacman.
The controls are a bit awkward but overall a solid first entry!