Infected Hexes by EvilBrainMan 2013-08-28T06:34:00
I found the later levels to be much more fun than the early ones. I would like to have a clear loss condition (eg. protect 5/7 bonus cells?) and click + drag would be a blessing
Foon → Ludum Dare Explorer → Users → J.Barrows
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Gate Maze | compo | 20 | ||||||||
| 2014 | 29 | Beneath the Surface | Seismic Charge | compo | 1007 | 2.70 | 2.59 | 2.91 | 2.87 | 2.30 | 2.42 | 58 | |
| 2013 | 27 | 10 Seconds | 10 Seconds of Power | compo | 962 | 2.60 | 2.21 | 1.95 | 2.95 | 2.71 | 40 |
I found the later levels to be much more fun than the early ones. I would like to have a clear loss condition (eg. protect 5/7 bonus cells?) and click + drag would be a blessing
@ghostmaple the AI is actually pretty rudimentary, if they are below the computer, they check to see if there's a platform above them, and if there is, they jump. Still I'm kind of proud of it, and I was ridiculously gleeful when I first saw it it action.
I'll see if I can do something about the compatibility. If there's a message, could you let me know what it says?
Could you explain more about what this game is supposed to be? I know you collect apples and wheat, and kill zombies, but what are the items for? How does this incorporate "10 seconds"?
I like it. For an expanded game some kind of upgrade system would make this very fun.
That was fun. It's very much like DOOM. I found the hidden shotgun and the... third weapon. Is there anything I missed?
There are no real major problems that I can think of, but a couple minor ones.
I could often see through gaps between wall panels. Using larger planes or cubes would help quite a bit.
Also a little bit of vertical texturing on the doors so that it's easier to see when they are opening, since the field of view is pretty small.
I think you could condense the controls for "R" and Enter to the Spacebar as well. It's a minor nitpick, but it would be a bit more fluid if I didn't have to hit buttons all over the keyboard.
Also, 5 seconds of preparation may be a bit too generous. I stopped playing because I was spending more time watching that countdown than anything else.
Please let me know if you have any questions or concerns, I would love to know what you think no matter what!
Actually, it was probably running fine, but I should have added a prompt to tell you what to do.
You can click to drop a bomb, and the bombs light up the surrounding area
Thanks for the tips everyone. I'm going to try to get a better build together soon.
My original objective was to have a delay after a click to load a new charge, as well as being able to upgrade separate features including load time and number of charges per load.
I don't really want to have a "Game Over" condition, maybe just increased difficulty as time progresses. The monster could multiply after a certain amount of time
I think that I will also make all the treasures look the same until you collect them.
Fun and great atmosphere, but the hit detection on the walls is pretty buggy
The one feature that needs to be added is the ability to place the blocks that you remove, then you pretty much have Minecraft Lite!
I really enjoyed it. Surprisingly tight controls.
Classic game. The submarine feels a bit heavy, but that really not the point. It's fun.
There may have actually been too many levels. The progression seemed really slow. I wanted to know what was under the paper, but lost interest first
Maybe a stupid question, but will this run on Windows? I can't figure it out.
Good entry with only one day passed so far. Planning any improvements? Graphic upgrades or new obstacles maybe?