Shooting Range by ManicTheNobody 2013-05-10T00:45:00
I don't seem to have that problem, was it in the web or the applet version?
Foon → Ludum Dare Explorer → Users → manicthenobody
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Stay Away From The Summoner | compo | 272 | 3.07 | 2.86 | 2.65 | 3.36 | 2.68 | 2.44 | 3.08 | 2.77 | ||
| 2018 | 42 | Running out of space | Conventional Space | compo | 2.62 | 2.12 | 2.25 | 3.12 | 1.50 | 2.75 | |||||
| 2017 | 38 | A Small World | Polar Opposites | jam | |||||||||||
| 2015 | 33 | You are the Monster | Under the bed | compo | 960 | 1.93 | 1.67 | 1.73 | 2.94 | 2.53 | 2.13 | 26 | |||
| 2014 | 30 | Connected Worlds | Ethereal Plane | jam | |||||||||||
| 2013 | 28 | You Only Get One | One Minute to Finish | compo | 20 | ||||||||||
| 2013 | 26 | Minimalism | Shooting Range | compo | 14 |
I don't seem to have that problem, was it in the web or the applet version?
I mean windows or applet version.
I can't seem to replicate this behavior. Perhaps you need to update Java. Also, this content is not digitally signed and as such will likely generate security errors. I assure you that this game is perfectly safe. You can check the source yourself.
I loved it and felt like it could make an interesting premise for a much longer game if given the time.
Like many others have said it was rather slow. I beat the first level in one go, but I gave up on the second level. I'm sure the addition of checkpoints makes the game more fun, but since I'm only judging the compo entry I only played the compo entry. Overall I enjoyed it. Nicely done.
Very entertaining. The combination of fixed position and parallax background elements worked nicely. When I finally realized how to solve the puzzle I felt a genuine sense of accomplishment. Nicely done.
It's too late for this to affect anything now, but that error arises because the game uses Java 1.7 and it would appear that you don't have that installed.
For 6 hours of work this is nothing to sneeze at, unless you have a cold in which case you should sneeze at whatever game you happen to be playing because you're sick. This game is strangely captivating. One life, one goal, one set of characters... I could easily see myself sinking hours of my life into this if I had nothing else to do.
Silly me, I used Files instead of InputStreams. I'm away from the source code at the moment, but I'll fix that bug and reupload as soon as I can. Check back in a few hours.
Yay, I fixed it. If you downloaded the jar file at any point before this comment it wouldn't work. Go ahead and redownload for a working version
The project was compiled with JRE 1.8 compliance, so that may have something to do with it. If you could run the jar from the command line using "java -jar etherealPlane.jar" and get me the error log I may be able to figure something out.
Yup, that means you need to update Java to run it. If you have any reason not to update Java I wouldn't bother doing it just to try my "game".
I suppose you could call that winning, as that is what happens when your allies kill all the enemies on the bottom screen. The infinite white world is the camera following your allies falling off the map.
This was fun. I could barely make it past the first level. The floor friction could use some work as it makes the platforming unnecessarily challenging. All in all a nice arcade-y game. The one feature it lacks of the old arcade games is the ability to continue from some sort of checkpoint. I'd say it was about 75% punishing in the fun way and 25% punishing in the not-necessary way.
I'm afraid people are misreading the 3 hours thing. I had 3 hours experience with the development method before I started. I worked on the game for maybe 10 hours in total.
Pretty fun, and a great idea. Loved the name generator. There might be a combo that makes the game literally unbeatable. If you Choose any basic attack, dominate minds, devour souls, heal, and the unskilled weakness, I think the healers on the last stage are unkillable. If you manage to kill all the other characters it's just you infinitely trying to kill them and them healing back to full each turn
Not bad. Clever idea, decent execution.
Incredibly fun and would fit well on an arcade machine. The take on the theme that you're the monster in your adorable little campfire yarn was fun, but not really what I was looking for in the theme. Overall quite enjoyable.
Very fun, surprisingly addictive. I just had to beat every level, despite the incredible difficulty. I played with the audio off, but from what I listened to it was beautiful and very fitting.
Destroying the buildings feels very satisfying. Pleasant to look at, and an excellent idea to fit the theme.
Very fun. The firsts game is a bit buggy, in both the sense that that was a pun and in that the finger doesn't always squish like it should.
Few bugs here and there. The sound was overwhelmingly loud, but the graphics were quaint and I'd be lying if I said I didn't find myself oddly addict to Burn-Out.
At first I was gonna knock points for how awkward the physics are, but the more I played the more I realized that was part of the charm. Very reminiscent of brutal learn as you play games like I Want to Be The Guy, but with an interesting added dimension. Graphics were fun and quirky. Charmingly frustrated game. Incredible quality, especially for a compo game. After about an hour of playing I finally decided to give myself a rest and close out of it, but this is definitely a game I could see myself playing again and again. Good job.
Lots of potential here. The dialogue and the concept of managing stats were both a lot of fun. I just wish there had been some amount of overall consequence or reward.
Very fun concept and good execution of a lot of moving parts for the time limit. The sound effects were a bit harsh to my ears. I'm a sucker for a good deck builder and this has all the makings of something quite interesting.
A fun concept, though it runs a bit too fast. It's a shame the score and retry buttons don't work, because I would play this a few times to see how high I could manage to get my score.
Your description is really selling you short. This is one of the best games I've played this compo. Get a cover photo going to get some eyes on it and it'll do numbers. Very fun gameplay and an incredibly interesting mechanic that matches the theme to a tee
Viking+Healer+Warlock(I think he was called, the red one) OP :laughing: Very fun little game with a surprising depth of content. Sounds would've brought it to the next level. There's also lots of room to expand the core premise further with more characters and abilities and stat increases and the like, which I appreciate.
Really enjoyed this take on the theme. My only complaints are that level 3 is a pretty large leap in difficulty relative to the stages before and after it, and that there was not an easy way to restart a level when you realized you had failed but hadn't lost yet. Quick restart is essential for puzzle games.
Very fun game. Closest I got to winning was dying with 0 turns left. As others have said, more conveyance of information would be nice, like the ability to hover over an enemy to see how far it can move this turn and highlighting of enemies who will be hit by attacks. It was often very difficult to guess what enemies along the path the laser was going to hit. (Also making the hitbox on the laser a bit wider would've been very satisfying.) I enjoyed the art a lot though. The vector graphics were very reminiscent of a lot of the classic flash indie hits.
Very fun if short game. The art was very cute, and I liked somewhat feeling like I was using strategy against the lemon even if ultimately he may not have actually been playing the way I thought he was and I just got lucky. Either way, fun foundation here.
Very fun and unique game. I quite liked how the final boss runs out of steam for a little about halfway, giving you time to recuperate and possibly burst it down. There's also huge potential for expansion (do I smell a roguelike brewing? :stuck_out_tongue_closed_eyes:)
The core gameplay loop and concepts here are very satisfying, and it was quite fun to play. Like others have said, summon hotkeys would've enhanced the experience by a lot. I also would've liked to start out a little bit weaker. Just some numbers tweaks to make the game feel more challenging (and ultimately satisfying)
Very fun game. Tight graphics, good music, satisfying controls. Felt it was missing a tiny bit of clarity in what each of the parts was, but once I realized that each set was color coordinated and it seems the correct set is the only one that spawns in full it made a lot more sense.
Took a bit of figuring out, but I liked how it was a kind of puzzle game with finding the optimal places to put your observation radars and managing your summon limit. Could be quite fun if you leaned into the puzzle element.
Startlingly fun and pretty game for such a small playtime. I enjoyed every moment of key smashing to protect my battle line. Very well done.
I enjoyed that I got what people are calling the good ending on my first playthrough :sweat_smile:. The writing was very dark and heavy in a good way, but it did mean my soft ol' self couldn't handle doing multiple playthroughs to get different endings haha. My one suggestion would be small bits of audio triggering in certain situations, like a radio static effect when you select the fiddle with the radio option.
There's an issue with aspect ratio where none of the assets except for the shadow scale up with a resized window. The game itself is interesting, and I greatly appreciate the ability to click through dialogue boxes and have the game cancel the audio it's playing. It's fun to listen to the lines, but I think I would've needed to call an actual exorcism service if I had to sit through them all every playthrough (or had them overlapping each other when I tried to go to the next line early) :sweat_smile:
Interesting mechanic. Lot of room to add more levels given more time.