FoonLudum Dare ExplorerLD37 → KillRoom

KillRoom

By emkiusz

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CategoryRankScoreCount
Coolness360
Fun1853.44
Theme2383.74
Audio3092.81
Humor3522.28
Innovation3972.89
Overall4383.04
Mood4642.68
Graphics5272.41

Comments

arowx 2016-12-16 18:26

Nice work. Is the counter in seconds looks a bit fast?

splendidus 2016-12-16 18:27

As a child, I played it and I liked it. )

piwicode 2016-12-16 18:33

I like the feeling of being trapped in a making with moving pieces. For some reason the main character looks to consent, and keep pushing the red button :)
The player has to learn the sequences by heart, because it is very dangerous to improvise.
Sound and music are coherent with the graphics. It is quite fun to play, thank for making this game!

didi 2016-12-16 19:02

great ideia, I like the randomize each game restart.

weaverdeveloper 2016-12-16 19:22

Solid execution of a fun idea. Randomization on restart was a nice touch ?

hempuli 2016-12-16 19:29

Neat that you had the walls of the room itself act as the obstacles! I think my highest score was something like 430...? The wait between the walls moving felt a bit long, especially early on.

amras0000 2016-12-17 10:51

My main complaint with the game is its balancing. Some of the attack patterns are unexpected and difficult to predict or dodge. Others are laboriously slow and force the player to wait an eternity while the animations play out. And because they were randomly executed, there was no difficulty curve as the game went along. If I got a streak of easy animations I'd get bored and just sit there not pressing buttons. Then I'd get a random hard one and be completely unprepared for it with no real way to respond. The game didn't feel like I had a lot of control.

I think the game would have been a lot better off without that random element. Dodging things can be a fun compelling mechanic in itself, but the player needs to know what to expect. A solid repeating pattern the player has to learn would've been a lot more satisfying to eventually beat.

A couple nitpicks on the asset design. The button really ought to disappear after the player has pressed it. The constant dinging was a tad irritating. Also, since the walls removed themselves fully to attack you, they appeared to offer an escape path offscreen. Maybe leaving some form of border around the existing walls would have helped communicate that better.

martymon 2016-12-19 13:04

Very fun! I enjoyed it.

vrojman 2016-12-19 17:49

Nice idea. Funny!

matiz982 2016-12-19 18:34

Hard, funny and simple control. Keep it goin'

murilo 2016-12-20 13:10

ok that was pretty challenging! I had fun with it but I thought it was unfair sometimes too soon, having green stuff coming at you too fast all of the sudden! Despite the simple graphics and animation it felt nice! Good stuff here!

dagorlad 2016-12-21 13:58

The concept is really cool, but it gets hurt by the low prediction possibilities i think.

I would have put more time in the first levels to understand the complexity and then speed things up.
Good Job after all, had a lot of fun playing!

masterkrepta 2016-12-27 00:48

I was just starting to think the game was too easy,,, and then the walls came in on angles and i died instantly. The button mechanic didnt add or take away anything from the gameplay, maybe in later modes it has a more significant effect?

eemmbbeerr 2016-12-28 15:04

379
Simple and elegant, I like it!
Sometimes in the diagonal-cross-razor-while-two-blades-spin-in-row pattern they don't quite get back to their place neatly, but that's just OCD critiquing :)

karash 2016-12-28 16:01

Nice one , it was easy on start but than it started to be challenging :D i made something like this , same idea :P