Eyes that Fry by Evergreen Games
You are a Cyborg 00101. You have been equipped with an optical laser module to defend the central Core that powers the cyborg nation. Prevent the army of evil Vent Crawlers from reaching the core at all costs!! Just be careful where you aim your laser...
Press R to restart. Escape to Quit.
Ratings
| Coolness |
92% |
2 |
| Overall(Jam) |
3.10 |
615 |
| Audio(Jam) |
2.95 |
434 |
| Fun(Jam) |
2.95 |
591 |
| Graphics(Jam) |
2.88 |
719 |
| Humor(Jam) |
2.30 |
783 |
| Innovation(Jam) |
3.31 |
370 |
| Mood(Jam) |
3.00 |
549 |
| Theme(Jam) |
2.93 |
790 |
Feedback
The music and sfx were top notch and it's always a nice surprise to see LD games with animated characters!
@j_peeba thx for the tip i uploaded a newer build with those issues fixed
1. Poor platforming controller - the character often stuck to walls, slid around, and couldn't go where I wanted him to go. A good platform control is *hard* and should never be underestimated. Especially with native physics - it's almost impossible.
2. The fun in the laser-eyes is the fact that it bounces around - but being just about completely unpredictable means I often blew myself and the base thing up, which means I'd much rather NOT bounce the ray, which negates the fun in the core mechanic. Some kind of predictor (like in old snooker games) may alleviate this.
3. Things weren't obvious - the level end thing looks like something you collect. But I couldn't get to it and was about to get frustrated. If you're supposed to shoot at it, make it communicate as such.
4. The fiction of the game doesn't make sense - soldiers walking on the wall could make sense, but then why can't you? Consistency is the keyword here.
5. The juice/feedback doesn't match the action quickly enough, when I blew my own base up I didn't know that my laser struck it as it was so delayed. The sound/shaking/visuals don't match and that gets confusing.
It's all a huge learning experience! Good luck man! :D
I would make it so that W would let the player jump--feels more natural that way, so that one hand can control the character and the other can control the laser aiming. I would also probably make it so that the laser will kill the enemy whenever it's on screen, rather than when it just first appears, so that enemies who run into it after it's been fired will also die.
I couldn't play the game in full because it is presented in widescreen only.
It would have been very helpful to switch between widescreen and fullscreen as I don't have a widescreen monitor. (Yes, there are still such a thing as fullscreen monitors.)
There are some parts of the game you could polish up if you choose to keep working on this:
- In at least one of the levels, it was very unclear which walls reflected lasers. Given that bouncing lasers can kill yourself or the core, it's important players don't feel like they're accidentally sabotaging themselves too much.
- The player tends to get stuck on corners/sides of ledges when jumping.
- The laser sometimes fires erratically.
Having to avoid hitting yourself or the core with the laser provides some strategic depth, but it can be frustrating to accidentally mess up the entire level with one errant shot. I'd consider ways of maintaining this strategic element while lowering the potential frustration resulting from it -- perhaps a real-time preview of the path the laser will take, or a slower-moving laser that the player can delete at any time after firing, or just more hit points for the player and/or core.
Interesting challenges to think about, nice work!!