Size-o-Tron 3000 by SamH
A puzzle-platformer game with an unconventional weapon.
There are four controls: left/right, jump and fire. Most common keyboard controls (WASD, arrows, space, enter, etc.) work as you would expect, as well as gamepads. You can only fire when the Size-o-Tron 3000 is powered by a special battery.
There are still bugs. “P” pauses, “R” restarts the level.
WARNING: the post-compo links are VERY IMPROVED versions and benefited from a few extra evenings of tweaks and polishing; you’ll have more fun playing these, but you should vote based on the 48-hour version! There is no WebGL for the 48-hour version because it’s unplayable (the physics engine had a lot of floating-point bugs).
There are four controls: left/right, jump and fire. Most common keyboard controls (WASD, arrows, space, enter, etc.) work as you would expect, as well as gamepads. You can only fire when the Size-o-Tron 3000 is powered by a special battery.
There are still bugs. “P” pauses, “R” restarts the level.
WARNING: the post-compo links are VERY IMPROVED versions and benefited from a few extra evenings of tweaks and polishing; you’ll have more fun playing these, but you should vote based on the 48-hour version! There is no WebGL for the 48-hour version because it’s unplayable (the physics engine had a lot of floating-point bugs).
| Windows | http://zoy.org/~sam/ld32/ludum-tare.zip |
| Web / WebGL (post-compo) | http://people.zoy.org/~sam/ld32/sot3000.html |
| Windows (post-compo) | http://zoy.org/~sam/ld32/sot3000-windows.zip |
| Linux (post-compo) | http://zoy.org/~sam/ld32/sot3000-linux.tar.gz |
| Source | http://lolengine.net/browser/trunk/games/sot3000 |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=26183 |
Ratings
| Coolness | 75% | 2 |
| Overall | 2.88 | 812 |
| Fun | 2.85 | 728 |
| Graphics | 2.61 | 812 |
| Humor | 2.21 | 814 |
| Innovation | 2.65 | 852 |
| Mood | 2.40 | 920 |
| Theme | 2.88 | 873 |
-Neith
@Mak, indeed hitboxes are very frustrating; my problem is that I use the same box for physics and for damage detection, which is not how it should be done (but, well, I was in a hurry…).
- Fun idea ... so why wait until the game is more than halfway over to introduce the main concept? Introducing one element at a time is a great way to learn a game, but I this may have been overkill. Although I could see it if there ever was a 'full-sized' version.
- Nice, smooth movement ... only a bit finnicky when playing with the keyboard. I almost gave up at the first monster.
- This lazy sunday is (possibly) really clouding my brain but; is there a way out of level 8?
- Close to 0 restart time after dying :-)
But hey, that's the kind of thing you can fix with polish. ;)
@Chaoseed: I’m a Super Meat Boy player, so that might explain some of the level design… but I also try to reward players who think of alternate strategies; for instance, do you know that in the pink level it’s a lot safer to only shrink one block? Try it :-)
I didn't get it first ( I seldomly read the manual),but you did a pretty good job at introducing stuff :)
It's pretty challenging, but I made it through all levels ( of the post compo ) Thanks for taking the time to polish that up :) it's awesome.