Crustacean Cannon by Hellfang 2010-08-23T01:19:00
cute idea, nicely pulled off. one annoying thing is the cannon cannot point backwards. i lost quite a few lives by not having the charachter facing the right direction
Foon → Ludum Dare Explorer → Users → AClockWorkLemon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2011 | 21 | Escape | Save the Miner! | compo | 225 | 2.93 | 2.56 | 2.81 | 2.74 | 3.26 | 1.20 | 1.85 | 2.62 | ||
| 2010 | 19 | Discovery | Rememberance... | compo | 188 | 2.33 | 1.81 | 2.22 | 3.00 | 2.93 | 2.58 | 1.36 | 3.95 | 4 | |
| 2010 | 18 | Enemies as Weapons | AfterDark | compo | 27 | 3.39 | 3.17 | 3.83 | 2.83 | 3.33 | 2.13 | 1.60 | 3.83 | 8 | |
| 2010 | 17 | Islands | L'il Guys and the Floating Islands | compo | 36 | 3.50 | 3.64 | 3.04 | 2.75 | 3.32 | 2.33 | 2.41 | 4.11 | 4 |
cute idea, nicely pulled off. one annoying thing is the cannon cannot point backwards. i lost quite a few lives by not having the charachter facing the right direction
Really great game, however i must agree that i spent more time shooting than making them collide. nice work!
An OK game, but could do with some poilshing. The movement of the mouse needs improvement
Seems like any other tower defense game, im sorry. could do with better graphics, too.
I realize that, it's the main way of getting up (at least for me), however it means it's harder to dodge falling blocks, and if you die, you have quite a bit of climbing to do.
snowyowl: my bad, i thought i changed that. i had set it to maximum because my dev platform at the time was... s**t, lets be honest. I will set it to default normal priority for the jam version
tigmarboss:
that, as a matter of fact, is my usual tactic as well. thing is, if you do that, there is less area to maneuver in, plus if you die, there is a chance you will spawn bak at the bottom of the screen. I will consider a fix for the new version
TenjouUtena:
Generally, the best idea is combination of the two: a tower about 4 bricks wide.
SonnyBone:
Thanks
someone:
I'm implementing a 3-second invincibility after spawning to correct that, as it happened to me quite a lot as well (it'll be in the post-compo edition)
Danik & alistair:
I have implemented a light beakon in the post-compo version :D
stqn:
Wine is renowned for screwing up GameMaker, im sorry. The teleport delay is designed to make you need to dodge more falling blocks, etc.
And yes, there is no sound in the compo version
madpew:
I purposely kept most sound effects out, as i found them quite repetitive and irritating.
pekuja:
The post-compo version has music
stqn:
No, that is simply caused by the fact the more blocks there are, the slower it is. Pure common lag, unfortunately. If you are on linux, running the game under wine, the lag will be multiplied greatly, as wine is renowned for not being good at game maker
Cute, but i must agree it being strange that the enemies are solid and you arn't
A very fast-paced game with a good concept. a bit of polshing, and you'll have a brilliant game on your hands :D
Neat game, noticing the lack of sound, but a good concept
Nice work! cute graphics and a nice soundtrack. the gameplay is a little clunky, but still /very/ playable. a bug i've noticed: sometimes when you press space, you dont throw the chemical.
Really nice concept, but the music is annoying after a while
nice, great graphics and intuitive gameplay :D
The link is broken :(
Very fun little game, simple and captivating. Damn, i couldget addicted to this :D
Just you you guys know, please post any critique AT ALL. I have a whole bunch of new features i will be adding into this, and i would like to kow what i have so far got wrong.
Greasemonkey: What in particular did you prefer about the beta?
increpare: Hmm. i'll need to either make it more or less relaxing, currently its sorta 50/50. Thanks for the input :D
Thanks for the comments!
One of the things i am DEFINATLY adding will be some way of seeing where the closest one is.
It would seem no-one has got to the end. probably a god thing, IMO i made it pretty LAME :(
Thanks for the info guys.
Tom7: I was planning on havinga an epic ending, but this thing happened, called a deadline :/
KoryWazHere:
Good old FlashPunk is use there. What i did was ovveride FlashPunk's Rednder function, telling it not to clear the screen completely then redraw like it normally does, but to overwrite with a partially transperant Buffer. That way, it takes time for things to fade, however Hitboxes ETC stay where you want them
Whoops! sorry. i was on holidays XD
hdon: I may drop the project and move on, im not sure. havt looked at the source code because i was on holidays. the reason only the background blurs, is i onlt do the said method in the background Entitie's Render() function, hence it only effects that entity.
Thanks for all the positive comments! Greatly appreciated
Thanks for the votes guys, #97 is pretty resectable for a self-proclaimed crap game :)
It looks interesting, however I have no desire to install LOVE. If enough other entries require it, maybe i will come back to it.
Really Good job there, shame baut the music, because its really good. Hopefully you'll continue working on this one :D
Definately work on this a bt more, its got promise!
cute game, if not a little too short. i like the graphical style.
Epic job, there is only one thing that can be said:
CREEEPPEERRRRR!!!!
Nice concept, and quite hard to.
God job
Really fun game, although it took a little to get used to.
Haha, thanks :)
The lighting system is based on this Python shadowcasting algorithm, which i then ported to AS3 and added the fading, etc.
http://roguebasin.roguelikedevelopment.org/index.php/PythonShadowcastingImplementation
I hope the source is helpful :)
Terra ah god. bloody site host :/.
Ill see if i can get an alternate link up tomorrow
Thanks for the comments! @DrPetter interesting idea, i like it. @mes yeah, that happens very occasionally.