Ping by solidplasma 2010-12-20T16:23:00
Why thank you! SFXR is really good for getting good (albeit retro-sounding) sound effects. Have you beaten it? I'm looking forward to trying yours!
Foon → Ludum Dare Explorer → Users → solidplasma
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Bunny Breeder EXTREME | compo | ||||||||||||
| 2013 | 27 | 10 Seconds | What just happened? | compo | ||||||||||||
| 2012 | 25 | You are the Villain | Maiden Muncher Hero Cruncher | compo | 744 | 2.06 | 1.93 | 2.40 | 3.06 | 1.63 | 1.87 | 2.15 | 2.23 | 32 | ||
| 2010 | 19 | Discovery | Ping | compo | 83 | 3.07 | 2.93 | 3.60 | 3.53 | 2.33 | 2.50 | 2.11 | 2.44 |
Why thank you! SFXR is really good for getting good (albeit retro-sounding) sound effects. Have you beaten it? I'm looking forward to trying yours!
Ah, okay, thanks for the feedback, guys. I edited the post above a while ago to say that you should start the first level with the spacebar. I sort of assumed it was commonly used in keyboard-based gameplay, and that people would try it sooner rather than later. As for the enemies: most of them just bounce around randomly, but if you hit them with a Ping, they tend to get a bit faster, at least temporarily. At least, that's what I was aiming for. Some of them, however, will home in one you, but only if you A) Ping them, or B) switch on a light switch. The former method of alerting them will cause them stop homing if you can avoid them for ten seconds. I considered limiting pings, but I eventually cam to the conclusion that it should be a trade-off: Being able to see or being safe. I hope that that came across, at least in the later levels. By the way, did anyone find the light switches before the level "We're snowed in!"?
I had trouble controlling it, and I didn't seem to be able to damage the cells, but I love the concept. I made a microorganism based RTS once.
Was very confused by the control instructions, until I realized you meant WASD. Good fun, and looks nice. Is it possible to defeat any of your peers though?
Very well made, but I had trouble with the bombs.
I like it! The aesthetic is very nice.
It's just the right amount of challenge, and the sound is very good for something made in such a short time frame. The controls are just slightly awkward, though.
Very nice aesthetic. I like the random levels.
Very funny. Also disturbing. XD
I love the concept and execution, but I couldn't figure out how to kill the monster shooting fireballs after I used a block as a shield. Still, a wonderful puzzle platformer.
Very impressive, and slick. Slightly unclear how to play at first, though.
I'm not sure what "slow" attack types you're referring to, but the different enemies in the fights have different stats that determine how likely they will be to successfully dodge, how much experience they yield, the maximum number of them there will be, etc. It does take a while to defeat him, but he has to go through 3 worlds to reach you, so it's about placing enemies strategically. Anyway, thanks for rating mine, too!
Hahah, sorry, I was trying to make the RPG system look good. It really is not just about the battles, but also which enemies you place when. If an enemy that will do more damage is recharging, you could try and stall him with one of the traps (middle button). I suppose it could take more experimentation than some people have the time for.
I like the mad scientist's commentary. I had trouble figuring out exactly what the upgrades did, though.
Absolutely brilliant. Like Simon mixed with an RPG.
Thanks guys. And VoxPlacitum, thanks for letting me know. It's hard to know exactly how fast it should play when you've only tested it yourself.
Haha, yeah, sorry about that. Congrats on your high score. I think the built from scratch high score system is still a bit buggy, your score may have removed someone else's from the listings. I gotta play other people's entries, though.