FoonLudum Dare ExplorerLD37 → Strexter

Strexter

By ryusui

View on Wayback Machine

CategoryRankScoreCount
Coolness350
Fun603.96
Theme1354.09
Overall1853.74
Innovation2473.48
Audio2653.39
Mood2763.57
Humor4272.63
Graphics4493.48

Comments

jack-lance 2016-12-13 03:26

Really awesome!
The music, timer growing, and flashy lights all make you really stressed!
Was able to win (just barely) on my third try.

pkenney 2016-12-13 03:56

NOT RELAXED NOW!!

Nice game, the sense of urgency is totally there. You've got a strong simple graphical styling that really works, and the audio is a mood-setter.

I would definitely have even played more if the restart didn't take me back to the beginning.

thesambassador 2016-12-13 04:00

I really liked this! Cool to make it timer-based instead of just "touch this tile and you die." I think it would have been nice if the timer didn't start until you started moving. The room transitions were also really cool. Great work!

swellbastion 2016-12-13 04:03

This is really good. It would be cool to see the source code for this but I guess it's not available. But yeah really fun. The transition animation is cool

yumaikas 2016-12-13 04:20

The game is really nifty and has a neat continuous game progression, and it's been juiced pretty well. My only complaint was that it wasn't quite clear that the orange stuff just slowed you down.

karai17 2016-12-18 07:54

Fun game! The audio was a bit grating though.

saucygames 2016-12-19 04:21

This is really well done! I love the introduction to obstacles and how you kept it seamless for one room! Especially when you lose! I nerdgasmed! You should work on this more

alexanderk 2016-12-19 06:33

Great idea! Very easy to understand how to play and what need to do. Please add more gameplay events and improved graphics solution!

leondryaso 2016-12-19 19:07

The concept is brilliant! I like your entry very much, well done :)

aeveis 2016-12-21 05:37

Pretty fun! I beat it my 2nd try. I liked the block switch effect and how you could have some time off knowing what path would spawn. You could probably capitalize on the transition too with other levels (for example a sequence of silver ones and fake out paths). Anyway great job!

mrerdalural 2016-12-21 08:39

Very intense game! I loved the transitions between the checkpoints.

interface 2016-12-22 05:21

Simple but addictive and fun.

chuigum 2016-12-24 05:00

Nice concept, would love to see more! It was cool how the next level appeared and the player stayed in the same place. You could really play with that to make the game even cooler. Nice clean graphics too, well done! :D

weeping-rupee 2016-12-28 16:36

This is such a simple concept yet surprisingly fun. I did much better once I realized that the fire blocks (or whatever they are) werent gonna kill me but just would slow me down. Until then I was scared as hell of them. By the by it took me 4 tries to beat.

Pros:
-Elegantly simple without being boring
- Good length for judging purposes; just enough to be challenging w/o overstaying its welcome. Many games during ludum dare I find myself commenting "needs checkpoints!" but this one doesnt its fine just like it is if this is an example of, like, a level

Cons:
-Unless you add power ups of enemies or something (which im unsure would benefit this concept) alof of it becomes about memorization of the optimal path

Suggestions:
Maybe a button that lets you speed up (a dash?) but has some drawback like if you touch a wall you get stunned. I'm unsure of this though. I do know this tho: if you decide to persue this idea further you need something to either make it less about memorizing the opitmal path OR embrace that that games about the optimal path an add risk/reward mechanics (like the dash) for speed runner types.

Great job!

weeping-rupee 2016-12-28 16:37

Also, thank you for allowing me to use WASD and the arrows because after my third try using WASD my forearm muscles wer burnin'-- I thought: man I wish I could use my other hand and then was delighted to find the arrow keys worked too :)

ryusui 2016-12-29 05:41

Yeah, my plans for this were a lot more ambitious in terms of content. I definitely have plans to go back and add more sometime - along with new gimmicks to contend with!

Checkpoints were very much something I had in mind. I'm also thinking a better introduction to the red "slowdown" tiles might be to force the player to cross them in order to proceed. A dash mechanic would be fun, now that you mention it, but I think I might implement it in the form of directional "launch" tiles (which could both help and hinder!)