Grandfather glasses by skalle 2010-08-26T12:43:00
I went a ways to the right and fell off the level. I assume the right side wasn't complete yet.
Foon → Ludum Dare Explorer → Users → Alan Lynn
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | It's dangerous to "go" alone. | jam | 1 | ||||||||||
| 2010 | 18 | Enemies as Weapons | HypnoFruit (TD) | compo | 122 | 2.50 | 2.87 | 3.25 | 3.94 | 2.06 | 1.87 | 2.10 | 2.25 | 27 |
I went a ways to the right and fell off the level. I assume the right side wasn't complete yet.
This is going to need a lot more explanation. How do you defeat enemies? How do you change your disguise? What abilities do the different types have?
I recommend disabling a robot's movement when it starts being hacked. That way you know what position and direction you're going to end up with.
If you did that, and made levels with a specific goal, you'd have an excellent game.
That was pretty fun. I think it needs to be a more forgiving though (or at least have an easier difficulty).
A list of suggestions:
-Allow the player to take more than one hit (have health).
-Make attacks on enemies right next to you more successful.
-When an enemy gets up after being attacked, it shouldn't start moving at full speed right away.
-Variable jump height? (by holding the jump key less long)
-Respawn vital enemies (ones needed to activate platforms, etc)
-Fix those glitches :-)
I liked the rhinos. They kept getting away from me though :-(
@GreaseMonkey Looks like the source is zipped in with the windows download.
Things fly around too fast for me! The tractor beam works well, but I can't react fast enough to use it effectively. Also I need an arrow pointing to the nearest energy core or something, because I have no idea where I'm going.
The music was good. Did you make it yourself?
When I try to run the exe it says "Unable to find a version of the runtime to run this application." I assume that means I need one of the .NET Frameworks, but I don't know which.
You have some cool stuff here. However, in my opinion, the pieces didn't quite come together gracefully. I just wanted to play the tetris building/climbing without any of the fighting.
It's a decent idea, but running two enemies into each other isn't very satisfying at this point. I think I'd like the game better if it played more like a puzzle game, with distinct levels containing a fixed number of enemies.
At one part there's a cliff in the background that looks like it's in the foreground. I tried to jump onto it, then fell a long way, landed on an enemy, and died.
Fun game, but I found level 4 to be too big. I'd get reasonably far, but then I'd make a mistake and I'd have to start over from the beginning.
The game worked fine for me. My main complaint is that I don't see much strategic depth in this.
Those enemy graphics need to have a transparent background, silly.
Looks like I'm in the minority, but I didn't really enjoy this one.
I have a few small suggestions that I think would improve your game a lot.
1. Mouse control (Either the ant moves towards the mouse, or the mouse controls which direction the ant is facing.)
2. Make it harder to get stopped by a wall that is roughly parallel to you.
3. Start the ant at full health at the beginning of each level. After all, you restart at full health.
I think your game has potential to be pretty good, though in it's current state it's a bit difficult to play.
I was dissatisfied with your post-competition version, so I made my own variant.
Changes:
-Running into an almost parallel wall gradually shifts your angle to match that of the wall, leaving you moving in roughly the same direction you were before.
-Health is set to full at the beginning of a level.
http://dl.dropbox.com/u/10934640/Anthill.zip
The game and source are still owned by G@briel, not by me. scr_ant_collision and scr_angle_difference are written by me, and may be used by anyone for any purpose.
The game isn't much in its current state, but if you added some interesting enemies, and put in some real levels (like in a forest or in a dungeon), then you might be onto something.
I found a couple bugs. When you run around there's some serious terrain popping. At the end of the attack animation there's a weird frame. If you hold down ctrl, the character stays on that frame.
I would have liked to see more of an explanation for the ball. For example, maybe there would be a boss at the top of the screen, and it shoots something at you that you can bounce back. Plus bosses make any game better.
Also, I'd go with something that doesn't rotate. The effect makes it hard to track the "ball".
It's not a game I would play for very long, but congratulations on meeting your goal!
The chargers and the fire's were decently fun. I didn't know what to do against the spring though.
You have some interesting enemies, but as it is right now, I'd call your entry more of an enemy showcase than a game.
Congrats on learning as3 enough to make scrolling movement.
Sarcasm? I always find making scrolling movement difficult. I don't know if your version does this, but removing the off-screen graphics is a bit tricky.
The sound was really quiet for me. And I think I saw a couple peasants walk under the building.
If you want to do more with this game, I recommend making levels and possibly adding spell purchases/upgrades.
I didn't really like the timing-based puzzles. I'd prefer it if your only important decision was what to do next, not when to do it.
For some reason the squares don't always fall straight down. Also, since you can move while they're moving, it's possible to walk under a falling one and get stuck.
I like the fish graphic (though why does he shoot such a big rocket?), and I think you've got a pretty good idea going here.
I played all the way past level 8. It was quite fun, but would need some new content (new enemies types or something) if you wanted to make the game any longer than it currently is.
Once I had 3-star units, I would bait an enemies into shooting me at a diagonal, then use my 4 space movement to get behind it and pick it up. It removed the need to use 2 units to capture an enemy, probably making the game too easy in the process.
After a while, that barfing animation started making me feel sick. You might want to consider changing it to something else.
Sometimes I would get close to the enemies, but they wouldn't be interested in chasing me. I had that happen with an enemy near a terminal, so I couldn't get to the terminal.
@pekuja: Thank you for your comments.
The boss getting pushed off before you can use it is definitely a problem. I'll probably put the bosses in a separate section, so they never get pushed off.
I generally prefer to use tutorial levels to introduce players to a game, as opposed to a help screen. Unfortunately, I didn't have enough time to make them.
You can put apples on the ground to lure creeps to a certain spot. But now that I think about it, with the way my game currently works, there's no benefit in using an apple as a lure instead of using a tree as a lure. I'll either make a different use for dropping apples, or remove it.
Thanks for the comments everyone! I will likely come back to this sometime after I finish my current game.
But first I have a few questions about my ratings, if anyone cares to answer them.
1. Why did I get such a low audio score? By my logic, putting any sounds at all into your game is worth at least a two, unless the sounds are bad enough that they detract from the game.
2. How did I get higher than 1 for humor? I didn't make any intentional attempt at humor. Is there something about it that's accidentally funny?
It makes the bunny attack sound if you press f with no bunny summoned.
I found the control scheme to be a bit difficult.
I noticed that sometimes I'd fling an enemy into the edge of the screen and it'd bounce back and hurt me. I'd prefer it if that wasn't possible.
Personally, I'm not a big fan of the play for as long as you can format. Therefore I would have found your game more enjoyable if it was more like a shoot 'em up (with levels).
My idea for aiming/picking up dead enemies is this: Auto-arrange the dead enemies, and make the center-most one point at the mouse. That way there will always be a shot going directly where the mouse is.
Overall, you have a solid, well-made game. Thanks for taking the time to comment on my entry. :-)
Very interesting idea. I have a few assorted comments.
My controlled enemies aren't very intelligent. A lot of times they just sit around where there's no action.
If I manage to block all entrances with gems, then I shouldn't have to wait out the rest of the time, because I've won.
At one point I lost, and the losing cinematic showed the enemies with the wrong colored ring.
It crashed when I won a level that had lots of enemies on the screen.
I can get anything up to the next level except myself. Any hints?
Are you supposed to be able to bring doors through doors? If you position yourself so that you're touching the door, but the door you're holding isn't touching it much, then you can walk bring a door through.
I walked through door 1 carrying another door 1 and it caused me not to exist!
I can get a door up top fine. Then walking through the matching door would get me up there. The problem is, once I put a door up top, I don't know how to get to the matching door.
When I click your game link, it says "The website you were trying to reach is temporarily unavailable."
Why do the enemies without knives hurt you?
Going back up was more fun than going down! I did get frustrated trying to get up the area with lots of single floating blocks though.
At one point a high-pitched sound kept playing over and over again, so I had to turn off the sound effects.
I think your game would do well if you put it on a flash portal.
The course sharing is the most impressive part.
I threw a manager off the roof and he kept falling through the ground.
Sometimes the fire would get through my burn lines. I tried to make them thicker so the fire wouldn't get through, but the game didn't really let me.
I like the general idea of your game, but I was a bit disappointed by the method of assaulting enemy castles. It seems to be mostly the same thing every time. Run in with your one ship, and circle strafe repeatedly.
Here's my idea for attacking enemy castles. You can take it or leave it or modify it. (Some) buildings produce units. Once you've built up some units, you can give orders to a group of them (such as attack a castle), but cannot control them directly. If your units defeat a castle, then you can plunder their buildings and technology (new unit types, for example).
Good work, and it's nice to see that you're doing more with this post-competition. Thanks for your comment on my entry!
Nice entry. Your graphics clearly got much more attention than mine did. I have some suggestions, in order of decreasing significance:
The controls seemed a little to jumpy for the precision required to scan the mushrooms. I managed to do it anyway, but it would have been better with either a joystick, or if the ship took longer to get to full speed.
I tried for the 2nd ending multiple times, but found it almost impossible to get past the swarm of falling rocks and red spores. If I could shoot the rocks and/or the spores then I might have had a chance.
The sound effects seemed a little quiet relative to the music, especially the one for finishing a scan.
The randomness in your game became a problem in a couple ways. At one point I came across a tall mushroom on the bottom near a tall mushroom on the top. I don't think it was possible to fit through without shooting one (but I didn't have any shooters at that point). Another time, all the spore shooters on my ship were being placed on the bottom. So I was being shot at by mushrooms on the top, but I couldn't shoot at them.
I recommend requiring a minimum distance in between tall mushrooms on the top/bottom. As for the shooters, you could place them in a predetermined pattern, alternate placing one on top/bottom, or place them where they collide with the ship.
Knocking enemies into other enemies is cool, but how would it be used as an interesting game mechanic, rather than just an amusing effect?
I wasn't able to figure out how to get a throw. I would have preferred this control scheme:
mouse button down: pick up enemy
mouse button up: throw enemy down at a 45 degree angle
I like the dashing, but not the heart chasing.
Cool look! The saw bots bothered me enough to make me stop playing though. :-(
I had 3 guys together and pressed spacebar for the flashlight, which scared the ghost away, but it came back and got me before i could use the flashlight again.