TYRANOFORCE by blob 2012-12-17T08:16:00
This is the first time I've encountered a reverse SHMUP, and I must say, it was executed perfectly.
Foon → Ludum Dare Explorer → Users → 64mega
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | Venture-Out! | compo | 27 | 3.97 | 3.47 | 3.36 | 3.18 | 4.07 | 3.71 | 2.16 | 3.28 | ||
| 2017 | 38 | A Small World | Swords of Xalavus | compo | 3.85 | 4.00 | 2.71 | 2.57 | 3.71 | 3.14 | 2.60 | 3.57 | |||
| 2015 | 34 | Two Button Controls / Growing | InterraCore (Unfinished) | jam | |||||||||||
| 2014 | 30 | Connected Worlds | Shattered Horizon | compo | 20 | ||||||||||
| 2013 | 26 | Minimalism | Rocket Runner | compo | 231 | 3.52 | 3.52 | 2.71 | 2.84 | 3.81 | 3.73 | 2.12 | 3.16 | 36 | |
| 2012 | 25 | You are the Villain | Heist | compo | 30 | 3.87 | 3.73 | 3.00 | 4.33 | 4.00 | 3.57 | 3.50 | 3.62 | 24 |
This is the first time I've encountered a reverse SHMUP, and I must say, it was executed perfectly.
Nice artwork on this, and a hilarious idea. Great job.
A very interesting idea, though the controls were a little twitchy and odd. The ability to shrink yourself was a nice touch.
Nicely done. Reminds me of that game I used to play with my friends at school. Red Light, I believe. The only thing that threw me off a bit was the way the player character slid along the ground, but otherwise, I liked the art style.
An interesting twist on an old idea.
Thanks everybody. And in answer to your question, harleylaurie, it can take 20 hits. :)
I managed to get 65 Treasure. Nice little game this.
This is a really interesting concept! Though the gunmen weren't really enough of a threat.
Excellent game this, and I really like the monsters.
Forgot to rate it.
Worked well, and did remind me of many early games on the ZX Spectrum, C64, PET, and Atari systems. Great game.
Not bad. I a little clunky, and the lack of being able to use Backspace was an annoyance.
That was pretty fun, and the multiplayer is great! The invisibility made it difficult to determine how fast you were walking, but once I'd picked up a sack of money, I got a good idea of the speed.
Enjoyed that. The difficulty curve was a bit odd and anticlimactic, but it's a solid game! Liked the music/sound too.
That was well done for a 48 hour entry. Got halfway up several times, but fell off. Then discovered I could spam-jump up the mountain.
The fight with the menace was well done, but could've been enhanced by a change of music.
@ViliX: Thanks :)
@pirate-rob: How safe are we talking about? Was there a food supply nearby? :P
@burgerdare:
Thank you! I've got a lot I want to do to with this game, and a map is one of them!
@Lvyn:
Yeah, there's a bug with the food where it runs negative if you're starving and makes it really hard to get back to a decent level of food again. Thanks for playing!
@rustybroomhandle:
Haha, you caught me out.
I didn't quite have the time to implement A* pathfinding (Though it doesn't take long to do); decided to spend the time making some music instead, and reserve that for a "1.1" release. :P
Yeah, that looks like another bug to squash :P
And yes, the map does repeat itself. It's a fixed size, and hand-designed. I want to add larger maps that will be procedurally generated with a later release.
Thanks for playing!
@Hempuli:
Thanks for playing!
Something I forgot was to disable enemies that were off-screen in the Dark World, so they continue to attempt to fire at the player.
Thanks for the suggestions, I'll take them into account!
Chrome depends on your AV to scan downloaded files, and some AVs are more notorious than others for picking up false positives in Game Maker games.
Thanks for mentioning it, though! (And double checking)
@veryfinestlions:
There is a bug that triggers when you have certain values of food and run down to zero that prevents the starvation mechanic from working.
Normally, it'll drain a bar of health per hunger tick.
Thanks for playing!
Nicely done! Had a good bit of fun with this one. Died a few times, got pretty far.
Hope you continue to polish it after this!
Was a good bit of fun, after I figured things out :P
An interesting concept; could be refined into a good puzzler.
Thanks for the plays everybody! Key-repeat is something I added in my post-compo code which I'll probably upload next month, along with some general difficulty tweaks/polish for a better all-round experience.
Love the art-style as always, and I had a good bit of fun with it once I figured out how to survive!
`Just one little issue: your dos-only distribution (the one without Dosbox) lacks dos4gw.exe.`
Thanks for trying it out! Good catch on the missing DOS4G/W executable! It's fixed now for future downloads.
`(also, where did you find all the time to make a game like this in only 48 hours?!)`
I'm still paying for it in exhaustion! I'll be doing a full postmortem on the itch page in a few days once I've recovered fully and have played some other submissions.
Thanks everyone!
`The player seems to slide a bit too much`
Yeah, I didn't know whether I liked the feel of it or not. Felt better than having the paddle stop immediately though, so I left it as-is.
`The ball control was a bit lacking, usually it is possible to control by paddle position or movement,`
` I liked that you could launch multiple balls, but don’t understand why it would be useful`
I'll blame this on time! I initially only implemented really basic movement for the ball (integer dx and dy for directions) and never got back around to working on it much further.
My initial severely-cut-down idea was to allow for multiple balls to be launched to help solve switch-puzzles (Like hitting two switches within a few seconds of each other), and to allow the player to use three buttons to launch the ball diagonally either way, or straight ahead.
Thanks for all the suggestions! The ball physics are definitely up near the top of my post-LD todo list, and paddle movement a close second. Also I do like the idea of the ball entering entrances to move, but I could also see that being an annoyance (E.G: Ball bouncing off a moving enemy and landing you back in the cave you just left). What I might do is have 'shutters' over the door that you can open by holding down a key when you want to.
Nicely done for working on your phone! That would have driven me nuts.
Very nice way to use the theme!
Nice interpretation of the theme, and it looks fitting too! Gameplay-wise, I couldn't quite figure out when it was best to hold the spacebar and when not to, but I tried and got a few screens over!
Had a good bit of fun with this, then on my second attempt I discovered a bit of an exploit: Life_Is_Currency_2019-04-29_22-47-51.png
Managed to survive from Wave 5 or so up to Wave 20 with that (One of the enemies was able to clip through the rock slightly and damage me). Great job pulling this off for the compo!
I had a good time with this, I like how you set up the choices and resources! I hope you take this further in the future.
Great job getting this done in time for the jam! Core concept is solid, though I felt like the enemy numbers grew a bit too quickly to deal with effectively.
Made it in 97 seconds! Always nice to see Fantasy Consoles being used!
Made it to the end, and I love this concept of bundling several stats into one consumable pool! Would like to see where this goes.
Very nicely done for a first submission! It's a solid idea, and I'd love to see a polished wave shooter with the Life->Power tradeoff. The accuracy (As others have mentioned) and the fact that I can't hold down the mouse button to fire shots repeatedly is a bit annoying, but otherwise very solid!
Good game! Discovered an amusing little bug: You can mash E to draw a bunch of cards for one heart. It doesn't have much effect with the weapons (Since the last one drawn is what you end up with), but it can lead to amusing situations like this: Weapon_Draw_2019-04-29_23-12-51.jpg
And here I thought I was the only one dabbling with assembly this time round! Really nicely done for 48 hours: Loved the art-style, and you did a solid job with getting this put together in such a short space of time.
I loved it! Tried it a couple of times to try both declining all offers by the mysterious man, and accepting all of his offers.
I love the idea behind this! Was a bit hard to get the hang of avoiding the bullets at first, but it got easier pretty quickly. If you ever do more with this, a smaller hitbox on the player might be nice, though that might also be personal preference: I tend to get really close to the bullets when moving between them.