Cubevo by NostraDamon 2012-08-28T21:37:00
Great game! The only downside I am able to come up with is the movement. The acceleration feels too slow and the collision isn't the best.
Foon → Ludum Dare Explorer → Users → EnigmaBlade
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 24 | Evolution | Evoquarium | compo | 357 | 3.00 | 2.92 | 2.76 | 3.40 | 2.88 | 2.71 | 1.43 | 2.76 | 56 |
Great game! The only downside I am able to come up with is the movement. The acceleration feels too slow and the collision isn't the best.
I hate to step on the OP's toes, but since they haven't released a fixed version I edited the bytecode to get rid of the problematic bits. Here's a working version (all systems): http://enigmablade.net/downloads/Simulation_working.jar
It's pretty fun and I think it's a good use of the theme (very different from most other games. The issue I have with it is the controls; I feel like you could have used different keys and made the balls and laser work better than they are now. Overall, it's a good game!
A great game! I like the simple graphics, although it's hard to tell what powerups you have picked up based on color alone. The audio was also good, but a little bland. The shooting sound got annoying and was a little bit too loud. I also came across a few bugs: resetting the level can spawn you in different areas, sometimes in the middle of a group of enemies or outside the stage, and some powerups would disappear when you picked one up that isn't in the group of three. Besides all that, it's a great and challenging game!
Good work on the game. Although it's not complete, I think it's a great concept for a game. You should definitely try and finish it!
As a side note, you could reduce your download size by only including the libraries and natives you need: lwjgl.jar, jogg.jar, jorbis.jar, slick.jar, all the native dlls except for the jinput ones (they're used for controller input, not keyboard+mouse).
The "devolving" of your weapon is a risk that comes with killing enemies. The pickups for various evolvable body types (weapon, body, outline) are distinguished by the color of the pickup, so if the enemy was red and the weapon was green, the evo pickup for the body would be red and the evo pickup for the weapon would be green. Going back to the "devolution", the color difference between pickups is supposed to help in telling the player if they want to pick up that evo or not, so you can make a choice whether you want to have a chance at evolving other body types with a chance at "devolving your weapon". I hope that makes sense. Thanks for the feedback though!
Thanks for all the feedback! I'm still working on greatly improving what I ended up with (although much slower than before, or course), so I'll hopefully eventually come up with something that is extremely addicting and fun to play.
Rob: I label the randomization as a "cheat", since I only added it in as a way to test the various evolutions, but I left it in for now because it's fairly fun to play around with.
Accidental Rebel: The size affects the amount of health you have (currently ranging from 50 to 200). Instead, the complexity of your shape (number of sides) affects your speed, my rationale being increasing of drag on shapes with more sides.
Edd: Yes, one of the original ideas I had (but threw out) was to make a Flatland-based game where you have to evolve yourself and the shapes around you to a more perfect (more sides) state, maybe eventually progressing enough to evolve yourself into the three dimensional world. However, I thought it would be too ambitious for 48 hours so I settled on a more basic arcade-type shooter. Not as grand, but still good.
In the new version I've been working on after the competition ended, I did reduce the overall rotation speed, but not much. The original purpose of the high rotation speed was give a disadvantage to evolving your shape to have less sides: the faster you go, the less control you have over turning and aiming. If you want, you can play the version I've been updating here (just don't base your rating on it): http://enigmablade.net/games/ludum-dare/ld24/new.html
Enemies were supposed to respawn at random, ranging from 0 - 2 new enemies each time one dies, in (I think) a 6400x6400 px area around the center of the map. Enemy spawning is one aspect I have since greatly improved since finishing the competition.
I did some playing around with the jar, and once I removed the useless jar in jar loader added when exporting a jar using Eclipse, it gave a new error. Unfortunately, it seems what was exported into a jar never compiled correctly.
I had trouble figuring out what the three different evolutions did, but I didn't find out until I had died. I'm also not a huge fan of the movement, but it fit well with the rest of the game's style.
That was amazingly fun, but also very hard. I love it! (Also unlike the other people commenting, I was able to make it past level 3.)