Aphelion Incident by Cirrial 2011-08-26T00:05:00
Very cool - an amazing amount of flavor content that feels like it gives real actionable information about the game world (like who will attack you, etc). Nice job.
Foon → Ludum Dare Explorer → Users → mtthwcmpbll
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | h o m e | jam | 340 | 2.94 | 2.61 | 3.11 | 2.83 | 2.89 | 3.00 | 2.75 | 14 | |||
| 2011 | 21 | Escape | Huescape | jam | 27 | 3.00 | 2.71 | 3.86 | 2.95 | 3.19 | 1.00 | 1.25 | 1.29 | 1 |
Very cool - an amazing amount of flavor content that feels like it gives real actionable information about the game world (like who will attack you, etc). Nice job.
Awesome all-around - I had trouble getting used to the slippery controls though, I felt like I was sliding off platforms and taking forever to stop on the ground. Other than that, I loved the chain reaction effect and the music and visuals made for a fun escape sequence. I was also confused about the startup screen, but I see that explained here in the comments and I like the idea a lot. Nice job!
Nice work for such a short timeframe - I like the simple asthetics and with the collision and a few sounds effects it would have felt like a bite-sized and to-the-point bullet hell shooter.
Thanks for the comments folks - I'm really trying to get some time away to write up more details here on the entry page as well as a detailed postmortem (I promise!).
Not bad (especially for the time put in) but not super complicated.
I can't get seem to get this to work - unzipping the archives leaves me with a folder with a 'runme' shortcut, but that doesn't seem to do anything.
I found the beginning really compelling. The posters and wallpaper were pitch perfect and the audio was fantastic for the experience.
Looks good, but as others have said, the turning controls are way too sensitive (almost to the point of making me dizzy as a spun around looking for coins). I'd also put some sort of feedback as the enemy makes contact... I almost missed the little health percentage gradually going down until my second game. Good start to a fast-paces dungeon racer though!
Loved the art style! I found getting stuck on the trees and mountains way too easy (I'd shrink the bounding box and maybe rotate them 45 degrees so that there's no edges orthogonal to the arrow keys so that the player would slide off obstacles). I also would have had two or three variations on the obstacles and randomly select a sprite to place on the map. That way, not all trees look exactly the same.
I like the idea, but if felt weird to butt up against an obstacle that you know you need a certain action for, but then you have to wait several seconds doing nothing so you can switch to it. Maybe if you could spring the mechanism early which disabled that skill for a little while or something. It feels like it has a lot of puzzle potential, but the pacing feels off without something to engage with during the downtime.
I liked it. The simple graphics were a cute throwback to arcade games. It took me a while to figure out I was charging up my shot (I missed the little charge bar)... maybe an audio cue that something's happening. Also, unlike @Arcana I shot once and saw that gravity affected my shot and immediately played it like I was shooting a catapult, aiming upwards and trying to arc it into enemies. I like that idea though, sort of like a lo-fi realtime worms game.
The web version is running incredibly slow for me in chrome. It looks interesting though :)
Funny, and quite clever.
This doesn't seem to work for me on my mac. I've got a stack trace that says "org.lwjgl.LWJGLException: Could not get the JAWT interface". It looks like it might be related to having Java 7 installed? If you could, I'd zip up a version with a JRE packaged up and a startup bat/shell script to use that java.
Thanks so much for playing, folks! I agree it's pretty simple and short (it just adds more animals up to a max threshold), and I'm not sold that it's actually any *fun* in it's current incarnation. There were a handful of other mechanics I was hoping to add to make things more dynamic, but there just wasn't time.
@dertom: I'm using Unity 3.5, so I don't have native linux export capability but I'll try and post Windows and Mac standalone builds tonight.
I just added Win32 and Mac standalone builds. Thanks again so much for playing and for the comments!