Mystery Mansion by Killswitch 2011-04-30T11:17:00
You do know you don't submit it until you have actually finished it, right?
Foon → Ludum Dare Explorer → Users → JaydenB
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Prison Retreat | compo | 914 | 2.83 | 2.67 | 2.30 | 3.31 | 2.67 | 1.33 | 1.97 | 2.47 | 100 | |
| 2012 | 24 | Evolution | Volve | compo | 434 | 2.86 | 3.05 | 2.15 | 3.40 | 3.10 | 2.00 | 2.53 | 2.58 | 37 | |
| 2012 | 23 | Tiny World | Tiny Apocalypse | compo | 14 |
You do know you don't submit it until you have actually finished it, right?
Loved this, really reminded me of Super Crate Box but felt different from the evolving enemies. Loved it!
Nice work. It is a very fun an enjoyable game. The only downside I thought it had was the control scheme. I found it very strange to use the arrow keys to shoot and WASD to move. Just difficult for me to pick up. Good job with everything else!
Love the vector animations, they are always a favorite of mine. Only remarks I could think of is firing should be a tad little bit faster. Good job with the overall idea and feel of the game.
Loved the minimalistic approach, and love the little text of "Warning this was made by a 16 year old" :P I just couldn't be bothered to put it on my entry! Great little game and I think it would really suit a little 99c app for the iPhone or iPad. The graphics and control style would really migrate across well.
@udnru: by hardcore, do you mean they suddenyl start spawning HEAPS of enemies? Because I was not sure if I really wanted that, I thought it sped up the gameplay a bit so I left it in. In an updated version, I may include different styles, like slower spawning or just hardcore or easier :P
So from suggestions I think for a post-compo version, I'm gonna add maybe more levels/a scrolling level and and a variety of enemies. I have fixed some bugs that make this ridiculously easy to finish, and I need to work on the spawning system so v1 of post-compo should be out this week, maybe next.
Actually there is a timer that counts to 2 seconds before changing the state, and if that timer is running (within those two seconds) and you fully evolve, it still takes you to the win game state :P Thanks for the feedback! Wouldn't have been able to find that without it :)
I actually really loved this. Everything just 'worked'. I think you should continue this on and sell it to a gaming portal...
I really loved this! Great job for 48 hours!
I didn't really understand how to play, even after reading the description but that could just be a problem with me :P Loved the audio though!
Could have used some 8-bit background music to suit those sprites. And, I found it difficult to turn the triangle around when the side changed, and died many times because of this. Other than them, it was pretty solid and loved the idea and graphical representation of it!
I didn't get the any-key at first, was playing it as a more snake like game then figured it out an it made my game much easier. I think something like that should be expressed more within the actual game, I didn't see it in there standing out enough for me to figure it out earlier! Got really difficult on the purple levels! But just one, more, try..
Absolutely loved it. Only thing I feel like I can comment on is that footstep sounds was way too loud and the character seemed a little slow (that's probably because I just wanted to complete this awesome thing faster!)
Couldn't read the text even though I know it was 'minimalistic'. Plus after going into the first building I couldn't tell what was going on other than I ran out of ammo and was dying without being able to leave.
I was playing around with the crates timer, and did probably leave it too long. Maybe there should be a visual indicator of the time as well.. I definitely want to add procedural level generation, and definitely need to make the crates go onto a button or something which could open doors/activate things and/or more keys that open different doors and things. Thanks for the suggestions, made me think of what I need to do even more for a post-compo version :)
@timetipgames: thanks! that really makes me feel that people liked the game for even how short it is! (more of a tutorial level than anything)
@Saturnyn: That was in the plan, but I forgot one snippet of code needed for that, that was online on the FlashPunk site but now that is down and I've lost it xD I'll try to figure it out for a post-compo release :)
Only thing I can argue about this is how difficult it is the get used to the player's acceleration based movement. Also I can collide with the pointy spikes even if standing on a platform and am 1-2 pixels away.