officialcodenmore 2015-04-22 19:51
The affect of the blocks falling in place was awesome, but I just felt like the gameplay was missing something...either way, it felt good!
Foon → Ludum Dare Explorer → LD32 → Harry and his Herring
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Humor | 258 | 3.39 | ||
| Theme | 370 | 3.56 | ||
| Innovation | 537 | 3.06 | ||
| Overall | 697 | 3.00 | ||
| Fun | 774 | 2.67 | ||
| Graphics | 878 | 2.38 | ||
| Coolness | 1769 | 37 |
The affect of the blocks falling in place was awesome, but I just felt like the gameplay was missing something...either way, it felt good!
Very nice! :))
Decidedly unconventional (based on Monty Python, that was to be expected (unlike the Spanish Inquisition)).
The rotating herring mechanic is interesting, but the game itself feels to fast and random to be enjoyable. Know what I mean, blink-blink, nudge-nudge?
The falling block effect was pretty good, but it did occasionally result in enemies stuck in blocks.
My mouse almost went on fire, because I was swinging so hard. That was funny :-) But I never survived long. Maybe there are too much enemies.
Love the swinging and area spawning effects, but on a laptop the game play could be quiet difficult with a trackpad, but loved the idea, would love to see it developed further
How much fun can you pack into 2mb! The swininging of the fish was really cool and the level generation was something I had not seen before so will give you some stars for that!
fighting was a little tough but there are some great ideas here!
I like the concept, and the levels visibly generating as you go, but the control scheme felt off. If I had to speculate, I think it is because rapid motions with the mouse work better horizontally than vertically or circularly, due to pivoting about the wrist. Maybe you could ignore the mouse's vertical position entirely, and determine the fishes location purely by translating the mouse's horizontal position into an angle value, describing the angle around the player that the fish is pointing.
Alternatively, you could do some fancier math over multiple frames to determine the mouse's average location and point the fish in that direction, and then calculate the amount of overall rapid mouse movement to determine how wildly the fish is swinging back and forth around that direction. Rapid mouse movement (regardless of specific direction) results in rapid fish swinging. Rapid movement within a very tiny range results in the fish also swinging back and forth rapidly, but in a narrow range of angles, while broader mouse movements makes the fish swing back and forth across larger arcs.
I feel like you might have something fun here, but experimentation with the controls is needed.
well this was unconventional :D nice mechanic idea and cool map building at the edges
Good game! Both the attack mechanic, as well as the blocks falling into place mechanic were interesting.
The controls are really hard and I think I'm not gonna be able to use my right hand for a while after, but the idea is pretty cool and the game is quite challenging (even without the mouse thing, I suspect).
Nice work!