Foon → Ludum Dare Explorer → Users → ZeroDivide
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Chao Ab Ordo | compo | 758 | 2.98 | 3.16 | 3.19 | 3.41 | 2.51 | 1.47 | 1.96 | 2.55 | 77 |
HALP! As many other people, I'm stuck. I found the hammer and the object from the lower room of the tower (I don't know what that was supposed to be), but what then?
That little detail aside, this game has an excellent(ly unsettling) atmosphere, to the point that my palms began to sweat. Awesome job.
I like the simple graphics, and having the screen darken as the game progresses is a really nice touch.
The spiral level is way too hard to get right. Maybe if the mirror turned in increments, not freely?
How does he take all those potatoes home without making them explode? Did the curse have a secret clause about potatoes? :)
I'm... not quite sure what I'm doing.
An interesting take on good ol' Xonix. A slight issue that isn't mentioned above is that the sides of the game area are cut off by the frame, so the circles sometimes go out of sight.
The controls behaved weird for me. I use a QWERTZ (European) keyboard, and to me, the alternate left was Q, not A. Also, there seems to be a slight bug that makes the motion-trail shadow images erroneously appear at the center of the screen at times.
Thank you for the encouraging comments! As for the strategy, here is some explanation: the appearance of chaos is largely random, but the way it works isn't. If left unchecked, the affected block begins to flash faster and faster, then explodes, leaving static behind and immediately spreading chaos to the four surrounding blocks. So always focus on the most agitated block first and try to keep them from exploding.
For some reason, the music was really distorted for me, so I can't rate it. Otherwise, it's a fun maze game; I especially liked the illumination effect.
Did I do something wrong, or is there no actual win condition?
The concept is good, but diminished by the lack of balance: I've beaten the game with a single rocket tank (or whatever it actually is).
An enjoyable platformer, however, I'm going to be a little harsh here: the level "Impossible!?" is a design nightmare. There are several reasons for that:
- the spikes (or their hitboxes) are too large; it's way too easy to slide onto one while simply trying to move to the edge of a platform
- since bullets aren't erased when losing a life, and the spawn point is in one turret's line of fire, dying sometimes spawns you right on top of a bullet, meaning one or more insta-deaths
- and finally, the player's momentum isn't nullified when respawning, either. That, combined with a spike right above the spawn point, meant 4-5 extra deaths each time I died while jumping.
The controls make sense at first, but once you lose a chunk or two, it starts to make no sense. It seems it still depends on the "missing" chunks' weight.