Foon → Ludum Dare Explorer → Users → JNT
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Flash Gorman | compo | 354 | 3.25 | 3.06 | 3.73 | 2.88 | 3.29 | 3.88 | 30 | |||
| 2014 | 31 | Entire Game on One Screen | The Condor | jam | |||||||||||
| 2014 | 30 | Connected Worlds | The Old One | jam | 453 | 3.12 | 2.83 | 3.24 | 3.17 | 2.56 | 2.07 | 2.90 | 3.10 | 47 | |
| 2014 | 29 | Beneath the Surface | GreenWar | jam |
@wespaugh
Yeah, the whales could have been a bit faster to actually enter the screen, or we could have spawed health at the whale's nose. Unfortunately, the difficulty curve is flat, and relies on the player taking more damage than there is health available at any given time. Would have definitely liked to ramp up difficulty slowly and maybe even set up levels in the game, but we did the mistake of writing the game from scratch in C++, and it turns out we were slower at writing good code than we initially thought.
As for the control screen, yes, I agree. Mea culpa. I counted on more people reading the readme, but in hindsight controls should have been made more obvious. Shooting left/right are the only alternatives as we thought omnidirectional firing would have made the game too easy.
@GlowingSnail
Yeah, I agree. We should have thought through the theme harder and come up with something a little more unique. Still, considering how long it took for us to make this I'm surprised we even finished anything. Story by Vunse was fun.
Web link is mandatory, I saw no way around it. Going to upload a package containing all exes for Web download.
Web link now points to a global package containing all
versions of the game including source code.
Joshua: Thanks, didn't realize.
Pretty funny my score for audio (2) puts me in #600th place when there is *no* audio in the game whatsoever... :/
@Tigris Do you have the VC++ Redist Package? I'll investigate and see if there's anything fishy going on in the code.
I think I've resolved the crash on Windows (was related to a glDrawArrays call).
@mickanio Do you have SDL installed? Furthermore, the game was compiled for a very old version of OSX (as that's the only version I have available), so it would not surprise me if the issue is related to that. Nevertheless, I will look into the issue and see if I can compile the game for a more modern version of the OS.
@M2tias, nah... I like "pointage" better.
Segfaults pretty much immediately on Ubuntu 14.04 64-bit.
Sorry, wrong entry. Disregard post above!