svenardocom 2018-08-11 10:04
Started a tiny concept game based on the old angry birds formula. Here's a progress gifldjam1.gif.
Foon → Ludum Dare Explorer → LD42 → The Amazing Shrinking Game
By svenardocom
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 560 | 3.02 | 23 | |
| Fun | 478 | 3.02 | 23 | |
| Innovation | 407 | 3.11 | 23 | |
| Theme | 99 | 4.09 | 23 | |
| Graphics | 677 | 2.09 | 23 | |
| Humor | 1.75 | 12 | ||
| Mood | 2.15 | 15 |
Started a tiny concept game based on the old angry birds formula. Here's a progress gifldjam1.gif.
The hard part is getting the joints set up right :) Here's another progress gif ldjam2.gif
Adjusted mass and speed.
ldjam3.gif
So I figured, I need to follow the theme!
Here's a theme enhanced version!
Skjermbilde 2018-08-12 kl. 13.21.24.png
Aaaand I'm done. I can't explain how I got from the initial concept to the final one, but I guess that's just creativity at work...?
The final result is actually a really good prototype considering the timeframe. It's just a little too RNG-heavy. When I see RNG-heavy games, I suggest my article on applying [chaos theory](http://ludamix.com/dive/chaos/). The distinction between randomness and chaos makes all the difference in turning a fine basic concept into "I really want to play this game".
In this case, the item spawns could be based on "something else" - like a second character that's moving around, tossing them out.
Thank you for the feedback @triplefox. The item spawner is based on a probability (about 20% chance of spawning every time you move) and will spawn items randomly somewhere inside the shrinking game board. I absolutely agree with you (and I love your article), and will look at a few different ways to implement more interesting spawns!
I like it. I also think it would be interesting to see it expanded into something bigger. Interesting either way.
Graphics could use some work, but the sense of scale of the game board is surprisingly intact! The game feels a bit too RNG-based, depending on whether gameboardd size resets appear plentifully near you or not - but a really solid concept that was really well implemented!
I agree with what @triplefox and @jsmcag said, the game feels a bit too reliant on good power up drops. It seems like power-ups also dissapear after a while, there should be a better way of conveying that information to the player I feel. But the game has a great feel to it. As @jsmcag also said, you can always tell how large or small the board is. It gets pretty hectic after a while of playing which make losing all the more enjoyable. With some extra polish and playtesting I think this could turn out to be a solid game.
I liked it also! Very promising concept. I agree with others that more intent to the randomness would be nice, but I think a better change would be to remove the time element entirely. You already have a fun and compelling "time" with the move/shrink mechanic. Sharpening the focus a bit and playing to the core mechanic's strengths could actually make it much deeper overall. Maybe enemies/obstacles that only move when you do, but in predictable ways so you can plan your maneuvers around them and to the expanders? Anyway, I like what you've got so far!
It was pretty good, but like they said RNG is abit of a problem. However the big problem for me was not knowing where shit was as the board was quite large at the start and when reset.
However is pretty good, and if expanded upon may be quite interesting.
Overall a very neat concept and pretty original. Took me a bit to realize that game time was based on my movement.
Some graphics and sound would improve this a lot, even just the face turning to match the movement direction, would make it feel a lot better... There is currently very little reward in getting the power ups other than the background/playable space scaling...
Playable game bonus: 5 shmackles Interesting/original concept: 8.5 shmackles There is potential bonus: 5 mecklars HTML5 bonus: 3.6 shmackles
Total bonus: 17.1 shmackles + 5 mecklars.....
Felt too random, but I still played it a few times anyways. Really fun, but could help some more mechanics. With some polish, this simple game could great! :thumbsup:
Interesting concept, though I have seen a few others do a similar thing. The movement makes sense, and the powerups are interesting. Overall, I really liked the game, but I'd like more polish on it. Particularly, the triangles in the background are confusing. I thought they were some sort of hazard.
Great job on pivoting on the project. Really enjoyed the final concept, but found how sensitive the movement is to be a little off putting, especially when I was trying to squeeze into the space as best I could at the end.
This would make for a great full game on mobile. Great entry!