Illumination by Alic Szecsei 2013-04-29T03:42:00
WSAD for movement and space to jump. It's in first-person POV.
Foon → Ludum Dare Explorer → Users → Alic Szecsei
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Rover | jam | 856 | 2.76 | 2.50 | 2.47 | 2.81 | 3.06 | 2.75 | 24 | ||
| 2013 | 26 | Minimalism | Illumination | compo | 1344 | 1.68 | 1.38 | 2.23 | 2.95 | 1.59 | 1.90 | 2.61 | 33 |
WSAD for movement and space to jump. It's in first-person POV.
Jumping is present for a reason :) The mechanic is the puzzle, and there is a way to end the game...I don't really want to give spoilers, but I can keep giving hints if enough people can't figure it out.
@Cybearg Dammit, I knew I forgot something. I got used to producing web projects and forgot the need to esc-exit in standalones...
Anyway, you should be able to make progress? It may not be apparent at first because it's a little ways off (and it starts moving away from you after the first event), but it is winnable.
There's a bug I got where "bad expression: unterminated string literal" appears on the sidebar. Beyond that, it's an interesting concept, and fits the theme pretty well.
Shouldn't be any special requirements. The size is a bit of an issue, I'm not exactly sure how to cut it down. When I get home I'll try uploading the 64-bit version, maybe that'll work for you?
Yeah, I didn't include starter content for exactly that reason, and I deleted the example map as well. It's probably just the size of the landscape, unfortunately - I'll be sure to decrease that if I use UE4 to make another LD game.
On the top bar of Google Drive, you should be able to download the zip archive. Extract it, and run WindowsNoEditor/Rover.exe.
Neat game, nice controls. I liked only being able to use an AOE attack, and the way in which to die was pretty interesting.
Controls felt good, the waves were a little bit of a difficulty jump, and (this might just be me) but there didn't seem to be a way to easily re-start the game after I'd died.
Falls prey to the same issue as a lot of the mobile real-time management games: namely, that as I have to wait for resources to build up, I tend to want to leave. Computer RTS games tend to have minute-by-minute management, which alleviates this issue. Cool concept, I just think the controls need some work to be compelling.
The gameplay was fun, and the AI was cleverly done, though. I just wish there were a bit more explanation in the game as to what was going on.
Water droplet rolled off the phone and vanished, and the gameplay is kind of tedious - the controls didn't feel too responsive on keyboard, maybe having a mobile game that uses actual rotation would feel more natural and less frustrating - I found myself forgetting which direction the keys actually made my droplet move.
Cool idea, though!
Once I figured out that I could focus on keeping only one building alive, the game became pretty easy. Maybe making the missiles launch faster with fewer buildings, or making the turret rate of fire slower as buildings are destroyed would make it more balanced?