Just Like The Others by Sanguine 2011-12-20T17:49:00
Very solid and playable. The only downside to me is that gravity felt a bit floaty or just off.
Foon → Ludum Dare Explorer → Users → kj654321
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 24 | Evolution | Rovolution | compo | 357 | 3.00 | 2.63 | 3.21 | 2.95 | 2.63 | 2.14 | 37 | |||
| 2012 | 23 | Tiny World | Magma Defense | compo | 280 | 3.23 | 3.09 | 3.97 | 3.29 | 3.00 | 1.13 | 1.35 | 2.37 | 65 | |
| 2011 | 22 | Alone | Alone On Planet 54672 | compo | 186 | 3.00 | 3.00 | 2.67 | 2.31 | 3.31 | 1.91 | 42 |
Very solid and playable. The only downside to me is that gravity felt a bit floaty or just off.
Very cool, I like the lighting/mood. It would be good if it was more obvious what was a powerup, what was an enemy, etc.
Solid game, very complete. I think a little bit of polish on the graphics, maybe just some vignetting or noise / scanlines would have added some atmosphere.
I like the idea of hiding / sprinting and the art. I think an easier control scheme would be good and possibly a way of knowing/predicting whether a ghost can see you.
I like the graphics, particular the "heat wave" effect, and the levels were interesting. The controls being a bit unresponsive was frustrating.
I get this error:
Exception in thread "main" java.lang.NullPointerException
at java.io.Reader.<init>(Unknown Source)
at java.io.InputStreamReader.<init>(Unknown Source)
at com.madcoretom.alone.game.Level.loadLevels(Level.java:28)
at com.madcoretom.alone.Hope.<init>(Hope.java:65)
at com.madcoretom.alone.PlayJFrame.main(PlayJFrame.java:18)
I'm on OS X, but I re-downloaded and it works. Very solid game, surprisingly tricky. Could use one or two more pieces, such as maybe an anchor or brake which would slow you down.
Thanks for the feedback. I ended up turning to level design with only a couple hours left, and realized I should have started that much earlier. I started creating a longer level 3, but without a couple more gameplay pieces (like jumping or ability to save fuel more effectively) it just felt repetitive.
@Pierrec, possibly your video card isn't doesn't support WebGL yet. Does this Google demo load for you?
http://webglsamples.googlecode.com/hg/aquarium/aquarium.html
Very cool, I love the wall jumping and double jumping.
Thanks for the feedback.
@Hume yeah the whole time developing I kept thinking, "now for the explosions" but never go to it
@mikolalysenko yeah I wanted to make that clearer with an animation or something but ran out of time. A bonus is enabled by blocking 3 missiles of a given color, or for the blue one by putting 3 missiles in the water. The only strategic part is if you try to use the bonus before it's fully lit up, it resets to 0 so you can't just constantly press ASDF.
Wow, lookss and sounds great. Some more varied enemies would be good, or maybe a screen-clearing power up of some kind.
I like the structure of the different screens for world select, enemy select, and fight. Next time even one or two simple "feedback" effects like screen flashes or enemies shaking when hit would draw the player in more.
Thanks for all the feedback. @theomnis good point, wasn't sure if I should make this change to the compo version so I uploaded a higher contrast version here:
http://k9.github.com/ld24-2/game.html