FoonLudum Dare ExplorerLD32 → F.U.M.S (Fucked Up Missile System)

F.U.M.S (Fucked Up Missile System)

By electroyak

View on Wayback Machine

CategoryRankScoreCount
Coolness354
Fun1073.73
Innovation2853.45
Overall5243.21
Humor5492.79
Theme5823.27
Audio6152.26
Mood7902.66
Graphics8072.64

Comments

ildfuglen 2015-04-20 08:58

Haha, that was awesome. I love how not moving is a requirement for the missile to actually blow up. This is awesome! High-score system would be nice as well.

ianh 2015-04-21 01:07

Nice work... it's amazing how much fun you can get out of such a simple gameplay mechanic!

awpteamoose 2015-04-21 17:59

It's okay, but as you said on the blog, a bit too simplistic.

reccy 2015-04-21 18:02

Cool game, but it's pretty tricker. A great example of how a simple game can be a lot of fun!

fleegle2000 2015-04-21 18:02

An excellent first entry - kept it simple, strong core mechanic, no extra fluff getting in the way. Great job!

druid 2015-04-21 18:14

Wow, so simple but still lots of fun! Great work!

wilsk 2015-04-21 19:57

Good fun... thought I was pretty awesome at the game until I started getting a few missiles at once :)

tanser 2015-04-21 20:23

Nice game. The sounds were incredibly loud though. (As most Unity users...)

corgicommander 2015-04-21 20:49

This is an example of how a strong mechanic can make a game fun regardless of graphics. Not a lot of variation, but this is enough of a simple game that I could play on a mobile device if waiting for a bus/train or something. Good show!

darkavenger211 2015-04-21 20:49

Great game, good job!

bossmojoman 2015-04-22 02:33

very simple game play mechanic with tons of intricacy. Awesome, awesome awsome

thejash 2015-04-22 07:42

Love the simple mechanic -- surprisingly fun! It would be really nice to get new abilities, etc. over time (or if you could run missiles into each other / bounce them off each other) -- otherwise, it becomes pretty difficult very quickly.

benjamin-soule 2015-04-22 07:58

Wow that's a smart gameplay. My best score is 13 I love it. The power up ideas from your last post are both good. I think that a shield you activate to blast missile for 0.5-1 second would be great too. Maybe giving player one and only one version of each of this boost for the whole game would make the whole thing very strategic :)

tuism 2015-04-22 09:02

The "not moving to explode missiles" is ambiguous. I was wondering if you needed to decelerate or if there's a timer. I don't know how that actually works, so I don't know how to play the game effectively :/

shimmergloom 2015-04-22 09:45

Very cool stuff, reminds me of don't move.

horsed 2015-04-22 10:08

Funny little game. It was actually more funny running around the entire time, trying to dodge the missiles :-) The character animation is simple but really adds to the scream-and-run feeling. I agree, that a highscore system would add a bit long term motivation. And background graphics would be nice.

rd127p77 2015-04-23 19:13

Challenging But fun.

taro 2015-04-24 04:07

It was fum.

ethanwebster 2015-04-27 20:55

Nice game, I like the particle effects too. I think it could have done with more.

nassi 2015-04-27 21:16

It has such a simple risk vs. reward scheme going on and yet it lured me in with full force. Had it had online leaderboards I would've probably never been heard from again... My best scores after quite a lot of tries was 31. I'm not sure whether or not I like it that you can only tell when a missile is going to explode from the shaking and the color.

The moving animation would play even when pressing the arrow keys and while in the countdown. Also when the sprites were in specific positions some pixels from adjecent things in the spritesheet(?) got displayed in the sides. Having some transparent borders between your sprites in the spritesheet will fix that if that's what it's about.

Neat little entry. Standing still is probably the most unconventional weapon :P.

crowbeak 2015-05-05 06:51

Interesting gameplay. Good job on giving the player a pretty good idea of when the missle is gonna go off. My biggest issue with the game is that I had to press enter to restart. I would have liked space as an option because the game could easily be left-hand only.