Lunar Frenzy by Fireblend 2012-12-17T07:42:00
I found it really interesting that shaking off the mines would often lead to hitting MORE mines. Well played.
Foon → Ludum Dare Explorer → Users → jmk
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 25 | You are the Villain | Speedrun | compo | 7 | 4.10 | 3.97 | 2.81 | 3.14 | 4.34 | 3.61 | 2.73 | 2.95 | 51 |
I found it really interesting that shaking off the mines would often lead to hitting MORE mines. Well played.
Ahh, you could hold the space bar? Nice graphics, and like the color palette.
One very minor gripe, though ... it would be great if you could skip the intro. Nicely done!
Nice and simple. Good job! (I'm relieved that I didn't have to remember what all the faces looked like.)
Haha, I actually kind of like the drunken ship effect. It seems oddly appropriate for an alien ship that spends its time abducting goats in the middle of nowhere ... :)
Nice job! Clever progressive level design, and great all-around package. I love the over-the-top character animation.
I agree that the screen transitions added some difficulty to otherwise simple moves -- if this was intentional, then it worked. :) If not, scrolling or a larger viewable area would help.
As others have said, the stand-back mechanic is really nifty. But since it was too easy to stand in one place and mow the guards down, I didn't really get to use it.
I think some improved guard AI could go a long way toward forcing me to use it -- but of course there ought to be some cost to it, as well.
Also, this must be a pretty nasty prison if every room has a bottomless pit! I kid, I kid. ;)
Haha, great artwork. Love the dual-handed petting. The game itself is a bit too easy, though -- would've loved a bit of a challenge. Literal, but clever take on the theme.
Nicely done. Much more difficult than it seems at first ...
Very unique idea! Took me a little while to understand, but it was fun once I understood the strategy. Nicely polished music/graphics!
Ah, great to see that you fixed the problem with capitalization. The graphics are really great! I wish the swords didn't block the character's helmets because the details are really nice.
Haha. I played for a LOT longer than I expected. I also love that you make me work to get my next anvil ... really makes me think twice before dropping each one.
Also, nice logo! (Reminds me of the Airwolf logo ... ahh, my childhood)
Hmm, like Jezzamon, I couldn't get it to run on OS X, either ... I couldn't find a stack trace, but it's probably the same problem.
Nice! Great animation and motion, really solid control feel. Catchy music, too.
After a while, I really started to enjoy stomping on flowers ... :O
(I could've sworn that I rated this already, but maybe I forgot to hit Save ...)
Great job on your first game! I especially liked that the game didn't explicitly tell you how to win.
Really clever gameplay idea! The other drivers' movements are very convincing.
Really unique gameplay idea! And you're only thirteen? Very impressive; well done.
Interesting idea. It seems as though the levels can be rigged from the start; either you'll beat Tombo or you won't because you move at the same rate.
In some cases I decided just to dash for the exit because I couldn't beat him to the valve ... I couldn't tell if there was a consequence to this, but it could make for an interesting gameplay idea: "do you go for the prize, or the exit?"
I also ran into a level where the exit couldn't be reached, though -- it was completely enclosed by walls.
Sweet dnb background music! Nice touch having the upgradeable weapons.
I would suggest making the player's hitbox smaller, though -- you want it very tight to, or slightly smaller than, the actual sprite. I felt like it was too easy to bump into a projectile or enemy when it didn't feel very close. Nice job!
Haha, very entertaining. It was a little confusing at first ... but I guess that's what I get for instantly going for the cat upgrade. :)
Couldn't play the game myself (OS X), but watched your video. It's like Angry Birds: North Korea! :)
Yeah, always great to see a twist on an old classic. The one thing that makes it a bit easy is that the player doesn't move very often, and the offset is somewhat predictable.
Of course, if the player moved too much, it would be impossible. Maybe it would help if you could somehow fire from more than one invader at once?
Anyway, nice job!