voidraizer 2024-10-07 14:50
This was a cool play. What a neat take on the brick genre :thumbsup:. I'm not sure what the arrow keys next to the 1 and 2 were for though
Foon → Ludum Dare Explorer → LD56 → Tiny Skweek plays Breakout
By recher
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 255 | 3.10 | 30 | |
| Fun | 237 | 3.08 | 30 | |
| Innovation | 143 | 3.42 | 30 | |
| Theme | 314 | 2.41 | 30 | |
| Graphics | 289 | 2.75 | 30 | |
| Humor | 236 | 2.47 | 24 | |
| Mood | 282 | 2.70 | 26 |
This was a cool play. What a neat take on the brick genre :thumbsup:. I'm not sure what the arrow keys next to the 1 and 2 were for though
Thank you. The arrow keys are useless (I should have put a little message telling that). I can't hide them, because they are part of the generic UI of the Squarity engine.
Well, I should be developing the feature to hide unused buttons, as I'm the person developing Squarity. But you know how is life.
Hi, it's nice that you need to play as "the walls" in a brick breaker. I find the pace of the game a bit slow though, and I feel like it doesn't fit much with the theme "Tiny Creatures". Nevertheless, let's move on to the impressive part : You made the engine yourself, and for that a huge bravo. Good luck on your project, it's cool to do such a thing ;)
Thank you DashVirus. Yes, it's been a couple of years I'm working on this game engine. I just hope that some day, other people will be interested in it and will create their own game.
C'est un bon récit de Breakout/Arkanoid.
Créer des blocs en pensant à l’angle de rebond est plus difficile qu’il n’y paraît.
Ce qui m'a surpris, c'est que vous ayez créé le moteur.
Félicitations pour le travail.
Very cool take on the genre, I enjoyed the strategies that moving the paddle could unlock. I think with some speed, power ups, and game juice there is a lot of potential! Keep on making games :smile:
Very unique take on the breakout genre, as others have mentioned. I had to get used to placing blocks in front of the player (and missed more than I want to admit) but eventually got it down. I of course got pranked by unpredictable collision bounces here and there but nothing that took me out of the zone. I like the idea of making it easier for the player by slowly breaking the last blocks by themselves over time, the fact it's running in your own engine is incredible and the only thing I can criticize is that the game doesn't fit the theme toooo much. Otherwise, nice :D
An interesting take on breakout games, I enjoyed the strategic element of having to choose which tiles to make solid. I think the fact that you've made this in your own engine is super impressive - really good job!
Thank you very much for all your reviews, and thanks to the people who went to my Twitch channel while I was testing your games.
@euler-moises , I love your comment. Just one little thing: the correct word is "une bonne adaptation de Breakout/Arkanoid", and not "un bon récit de Breakout/Arkanoid". It's fun to see this sort of word confusion.
I liked the added mechanic of clicking on the blocks to make them solid. The gameplay was a little slow at first but as the creature grew it became a little more stressful, which was fun. Nice work all around.
Intresting using custom engine like that, i like the opensourcines of seeing the game code next to the game.
Game is little slow and since there is no audio engagement is slow at start. I like the speeding ball but since the game starts from level on restart i really never got to play it more. Level 2 also start super fast or something compared to level 1 witch waits for the player input and lost my first run because of that i think and almost lost on the second try.
Neat! Always cool to see people using their own engine!
Nice concept to mix breakout gameplay with this tile placement ! There is potential for complete game maybe on mobile ? Good idea and congrats to have done everything by yourself using ur own custom engine ! :muscle:
Hey, innovative twist on the game. Enjoyed it after it took a while to get it, but your instructions were clear. I liked the tools you used to make it! :) I can't believe you made a jam game in your own game engine.
An interesting take on a classic. I like the new block-clicking mechanic too!
@prunus-padis : I plan to add sound on the game engine, in a undecided future moment. I should have added one confirmation click at the beginning of the levels after the first one. It would have removed the bad surprise. I also wanted to add multiple lives, etc.
Once again, thank you to all the people who noticed I made my own game engine: @dashvirus , @euler-moises , @initialposition , @chrisbeck , @prunus-padis , @zirrrus , @lussard-studio , @levi .
It's the main reason why I participate to Ludum Dares: to show my game engine, to test it in "real conditions", and to have the hope that some other people will use it to create their own games. Feel free to join the Discord (the link is in the game page). I promise I will write an English version of the documentation.
wow nice idea! I love the tweak of the original game! good job!
Nice twist on a classic! Pretty tricky to get far, but neat nonetheless. Would have loved some basic sounds with this.
I did not expect a resource management game from this ^^ The fact that the walls are not recovering between levels, but you need them to grow in size is making the game really interesting! You probably know this, but your engine is very impressive!
A very cool idea executed well, good work!
Aaaand one last thank to @thelastslowpoke , the last person of this Ludum edition who has been impressed by my own game engine.
The adventure of developing this engine continues. I hope there will be more features for the next edition.
See ya !