Hugline Miami by Figglewatts 2015-04-21T05:17:00
This is an impressive amount of content. As far as graphics and sounds go, you really have a solid Hotline aesthetic going. And with that shader... I'm impressed. :)
Foon → Ludum Dare Explorer → Users → SonderWorks
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | HARDWIRED | jam | 484 | 3.26 | 2.93 | 3.37 | 3.74 | 3.63 | 2.93 | 2.25 | 3.40 | 50 |
This is an impressive amount of content. As far as graphics and sounds go, you really have a solid Hotline aesthetic going. And with that shader... I'm impressed. :)
Really loving the minimal graphics, here. Bit frustrating how easy it is to come down to hard on a threat, but fun nonetheless. :)
I see the same thing... Hope you guys can get it straightened out. I just like how the title screen looks. lol
So simple, yet oddly satisfying. I love it. :D
It's certainly a fun little game, but it doesn't quite fit the theme, nor does it bring anything new to the table. I'm always a sucker for minimal art styles, though.
Hmm.. I guess I'm fortunate it works for me?
In any case, I love this concept. A lot. Just wish there was sound.
I wasn't sure what to expect, here... But the experience doubling as a tool for stronger attacks made for a neat little game. Definitely more fun on the more crowded levels. :P
What does it mean for toothpaste to overheat? lol
Fun little game. It's running while I type this, though (in score attack) and I think it's impossible to lose that last tooth...
Fun little game, here. Feels like the difficulty goes from really easy to really hard, really quickly, though.
Ah, that sucks that your designer bailed on you. :/
But congrats on sticking with it and getting something out there!
The hacking was a neat idea, but the need to click/tab back and forth was tedious. Also, the jumping felt too high, and not far enough. So there's a fun concept here- It just needs to be refined a bit more. :)
What did I just play... lol
@lucidsheep: I'm aware of the issue, and I'm looking into it. I do not own a Mac, nor have I ever really used one, so I'm shooting blind, here. I do have an idea, though, so we'll see what this update does.
Check back in 5 minutes or so.
Aaaand update is live. Also, regarding the ambiguity with the player's abilities, I tweaked the first guard to make things a bit more clear. It was the original idea we had, and in a panicked rush to get the thing finished, I guess it slipped through the cracks.
@Madball: I wish I could've just done Z-ordering. But since we built the map in Tiled, and imported the .tmx file into Unity, all tiles of the same type ended up part of the same objects, saved as a single mesh, meaning I couldn't break it up along the y-axis to use z-ordering at all.
This is also what's responsible for the enemies getting stuck in the walls- The program I used (Tiled2Unity) constructed the colliders from the collision data in the .tmx, and I don't know if it skewed things, or if our map was designed with slightly-off colliders, but it resulted in odd areas here and there where enemies could get stuck in the wall. We could have fixed the map's colliders to smooth it out, but another big problem I encountered when importing to Unity is that it would take TWO AND A HALF HOURS to update the .obj containing the meshes. Even if we could've fixed the hitboxes, I had much more to get done, still, and I couldn't waste a precious two hours of that time waiting on the map, nor did I have the time or patience to go though and manually edit every collider myself.
Lesson learned- Don't use Tiled / Tiled2Unity for top-down games.
Nice creativity in the weapons. It may have been neat to get a "You win" screen or something, instead of it looping, but the concept alone is pretty nice. Nice puzzles.