FoonLudum Dare ExplorerUsers → Pokelover980

Pokelover980

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
201122AloneLone Survivorjam1392.082.081.501.911.922.001.331.572.8633

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Pokelover980

LD22 — Alone

Lone Survivor by Pokelover980 2011-12-21T21:40:00

Jorjon,
Yeah, it's supposed to close like that, I was getting close to adding a win condition (or at least changing things up a bit after a while) and stuff for when your HP drops to 0, but I was running short on time because of personal life stuff :/ I'm thinking about improving it some time so there's actually animations and what you mentioned, though.

Lone Survivor by Pokelover980 2011-12-30T01:39:00

AyCe,
Different enemies are on my list of things to implement in an "actual release that doesn't blow because I was making it all in 72 hours" version. I have a lot of my code set up to allow me to do that incredibly easily, I made heavy use of OOP to my advantage.
As for different locations, I'll have to change up my system slightly, but it could be done. Perhaps I should make a Map class to make that easier :P

Lone Survivor by Pokelover980 2012-01-01T23:57:00

I purposely made some of the weapons a little too powerful because as you defeat more enemies, they also start to gain more health and do more damage. It'll get to a point where the only attack worth using is the thundershock, though I haven't really done any calculations or testing that far to see what that point is (I've got to about 150 on my own and it was getting to the point where it was the only move worth it, so I would say it's not much after that). I need to redo the spawning code though, because it seems people end up just getting stuck there for a long while. It was sloppy spawn rate code D:

Lone Survivor by Pokelover980 2012-01-20T02:54:00

I was testing with the spawn rate and damage modifiers. After about 300 enemies defeated, results get incredibly lulzy due to how I made things increase exponentially. Time to go change it to logarithmic :P