10 Seconds to Insanity by dagothig 2013-08-29T03:19:00
This is absolutely fantastic! Love it!
Foon → Ludum Dare Explorer → Users → D-e-X
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | 0x0A Seconds | jam | 478 | 2.68 | 2.33 | 2.16 | 2.74 | 2.89 | 2.13 | 33 |
This is absolutely fantastic! Love it!
I used to play these types of games ALL the time when I was a kid, I really enjoyed it.. could've been more balanced, but I'm not judging based on "shoulda-coulda". This is so far one of the most fun games I've played!
I like the audio and graphics, neat.
It was alright, the mood was fantastic, but the lit sprite ruined it, too clunky lookin, luckily minimal time was spent in lit areas.
It was challenging because of the extremely difficult controls, I enjoy the graphics, it added a lot to the mood, the lava makes you stress to not fall into it, so there's definitely some immersion on there!
Very moody, great audio, a neat little game!
Neat game, graphics are great.
This doesn't run for me, Win8 64bit. :(
Enjoyable game, considering first one was deleted.
Interesting idea, not really my cup of tea, sadly.
This was boring and unoriginal. Not my cup of tea.
I uploaded the wrong version, resulting in some mobs still being able to spawn outside level or in edges of solid tiles, and not all 50 mobs spawning. They're supposed to spawn in an increasing number every 10 seconds from the "openings" of the level. Too bad I had to rush my ass off to even have anything to submit. Better luck next time, I guess.. :]
Sorry about the late fix, the game should run properly now, I was incorrectly "pathing" to the resources!
Hey lazyeels, the major number 51 references J2SE 7, and the error means you're trying to run the jar with an older version of the java runtime, hence it's not compatible with the JDK version the code was compiled with. However, I made some changes to the project and how the runnable jar is exported, it *should* be working now..
Sorry, I didn't have time to squeeze in any particular GUI, but like mentioned in the note, you have to find and pick up the dagger first!
[-BipolarDesign+], haha yes, the AI is also very primitive, so in some cases you can literally stand right next to a mob without it dealing damage to you, I should've also made their attack tick faster than it does to make it slightly harder.. o - well. :)
Game looks great as usual, however nice it looks and how smoothly it goes, there's very little replay value on there. There's no achievement feedback except for how many points you got and if you made the goal (which is incredibly hard, actually too hard). It quickly becomes boring although random placement, a really effortless addition to make this the *fun* game it could've been would be progressing onto new "levels", small variations in landscape, maybe some basic NPCs as hinders, upgrades or such, just something that tells you your effort is worth it! (Some new stimuli goes a long way!) You had loads of time to spare, so I don't see why you wouldn't try to make the game less minimalist, objectively speaking. On the other hand though, you made this game in a lot less than 48 hours, so it's still a tremendous achievement, but like I said, some very minimal additions could've made it that much more enjoyable because it's a fun concept. :)
So to sum up:
+ Graphics (incl. fx)
+ Humor (dry)
+ Overall feels and looks somewhat high-end.
+ Creative
- Overboard difficult to win.
- Painful controls
- Buggy collision resolution and world ticks.
- No rewards, variation or some sort of dynamic.
- Can't restart the run if I know I won't win.
- No replay value