Zombie Splash City by HeyChinaski 2015-04-21T16:31:00
Controls didn't work well on Firefox, otherwise I liked graphics. That three.js library looks awesome!
Well done.
Foon → Ludum Dare Explorer → Users → Donpastor
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Someone stole the Princess! | jam | 291 | 3.50 | 3.24 | 2.70 | 3.76 | 3.67 | 2.97 | 3.16 | 24 | |
| 2015 | 32 | An Unconventional Weapon | Pocket Squad | jam | 601 | 3.11 | 3.23 | 3.18 | 3.03 | 3.00 | 40 |
Controls didn't work well on Firefox, otherwise I liked graphics. That three.js library looks awesome!
Well done.
Liked the concept, but man, I always get killed by that 5-ton spell. Art style is nice and reminds me of the old Spectrum days.
Really fun and playable, and graphics are cool, specially the vampire.
That sword is so manly! Took a look at the source. It's so clear and tidy compared to mine that almost made me cry :'-)
Inspiration for this game was clear enough (as stated in the description). While is a bit repetitive and needs a minimap badly, it's amazing you did this in so little time. Oh, and the room cleared theme is really catchy.
Who doesn't love kitty faces? It's fun, but the canvas size is waaaaay too big.
From a roguelike fan: I've seen lots of mechanics, some of them really twisted. But you kept it simple, and I must say it's really fun to play. Clever!
Thanks!
Thanks for the comment and for the tips. I didn't notice those problems because I was developing locally. I think I should reset all the elements (player position, enemies, lives...) instead of reloading the whole scene.
I'll make a post-LD version just for fun with more features after judging ends.
@Kawaii Game Studios - You are right! Music looping works in Firefox but not in Chrome. Sounds like a Phaser.js bug.
@borgi - Lack of time -_-
BTW, I fixed the weird jumping issue that many of you noticed. As the fix changes playability I'm unsure about if it is allowed by the rules, so for now it's only in the Post-LD version.
Sogomm is right, I'm using Nutmeg's tileset (with permission). That's why I didn't submit my entry to be judged on the graphics category.
Yes, audio is distorted in Chrome (sorry for not noticing, I'm a Firefox user). I'll try to fix it later.
I think I fixed the distorted audio in Chrome. At least it works for me. Would someone confirm if ingame music sounds right?
Today I'm going to try to use a sprite sheet instead of loading individual images. That way loading times should be shorter, as there are less http get requests to the server (only for the newer version).
I'll check the audio clipping problem tonight. I'm sure that audio in Chrome doesn't stop when it should. It would be useful for me to know what browser and version is people using.
Liked how the different enemy tipes reacted in different ways. Loved chasing the smaller ones and escaping from the bigger ones. Very fun to play.
So polished! Nice graphics, works smoothly, but it's very difficult.
Had a lot of fun with this. It's amazing what you archieved in so little time. Thumbs up!
It's a short but fun game, and it's amazing you nailed the mechanics in so little time.
Fun little game. Overall I liked it but controls were a bit difficult for me.
Barely anything to do, but I have to say that art and animation looks great. You should keep working in your entry and make a post-jam version.
Using autotracker.py is not a shame, just lack of time. Game was fun and well resolved, but sometimes it mistakenly reported the loss of and egg.
Short but fun. It might become a great arena shooter with a bit more of work. I liked the crumbling buildings, it was a nice touch.
Pity that you didn't have enough time to put a winning screen.
Good work!
Amazing. Or should I say a-maze-ing?
I'll take a look at the issue later. Thanks for the comments.
Just finished uploading the fixed version. No more hung web browsers hopefully.
Also minified everything so the game loads faster. I left a link to the original .js file in case someone wants to take a look at the source.
Ooops, I forgot to disable the debug keys! E shows the map matrix and Q shows the walkable matrix (that one is used for pathfinding). I'll disable them later.
Thanks for the input! I'm also a big fan of roguelikes.
All of the things you listed were planned but as I ran out of time they didn't get the cut. I'm working on a new version with many new features (different enemy types, abilities, field-of-view, proper randomly generated maps, etc).
I'll write a post once I finish it.