Melter by Mase
Melt & bridge your way through 3 levels. Reach the medallions. Avoid hazards.
Video Walkthrough:
http://masonvideo.tumblr.com/post/117352447627/play-through-of-my-ludum-dare-entry-melter
Protips:
You have two types of projectiles. One creates temporary blocks which can be walked on. The second type melts blocks. They alternate automatically; the mouse cursor icon changes to indicate which projectile is next.
Use the mouse to aim & shoot; distance from player controls velocity. Press "E" to invert aim.
Admittedly the aiming controls need work.
Enemies cannot be directly destroyed.
The flags are checkpoints. Touch to activate.
Bug note:
If you fall through the "Lava" and the stage doesn't reload, press R. Sometimes the collision isn't triggering properly. It usually triggers properly though... so... don't worry... too much.
Performance note:
Because the levels are destructible, it became necessary to simulate physics for every object in a level simultaneously. Otherwise the enemies & decorations would fall as they unevenly popped-in. There are better ways of doing it but I needed a fast workaround. This may lead to low framerates on some setups. Different flash players can also make a great difference.
So tired... zzzzz
Enjoy?
masonlindroth.tumblr.com
Video Walkthrough:
http://masonvideo.tumblr.com/post/117352447627/play-through-of-my-ludum-dare-entry-melter
Protips:
You have two types of projectiles. One creates temporary blocks which can be walked on. The second type melts blocks. They alternate automatically; the mouse cursor icon changes to indicate which projectile is next.
Use the mouse to aim & shoot; distance from player controls velocity. Press "E" to invert aim.
Admittedly the aiming controls need work.
Enemies cannot be directly destroyed.
The flags are checkpoints. Touch to activate.
Bug note:
If you fall through the "Lava" and the stage doesn't reload, press R. Sometimes the collision isn't triggering properly. It usually triggers properly though... so... don't worry... too much.
Performance note:
Because the levels are destructible, it became necessary to simulate physics for every object in a level simultaneously. Otherwise the enemies & decorations would fall as they unevenly popped-in. There are better ways of doing it but I needed a fast workaround. This may lead to low framerates on some setups. Different flash players can also make a great difference.
So tired... zzzzz
Enjoy?
masonlindroth.tumblr.com
| Flash | https://sites.google.com/site/34foi8a4jfh89avh/Melter3.swf?attredirects=0 |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=18575 |
Ratings
| Coolness | 71% | 3 |
| Overall(Jam) | 3.26 | 484 |
| Audio(Jam) | 3.14 | 349 |
| Fun(Jam) | 2.73 | 738 |
| Graphics(Jam) | 4.16 | 121 |
| Humor(Jam) | 2.47 | 707 |
| Innovation(Jam) | 3.35 | 339 |
| Mood(Jam) | 3.76 | 104 |
| Theme(Jam) | 3.40 | 482 |
The mechanics seem like they could be fun, but I can't get "shooting" to work, whichever way I aim the thing just seems to fall out of me.
Great job!
Positive: This game is beautiful, and have one of the most unique graphical styles I've seen so far. The concept of bridging and melting took a bit of getting used to, but really made what would otherwise have been a fairly straightforward platformed into a more memorable experience. Good job!
The art was supremely trippy, and rather scary. Unfortunately the game was too hard for me...one hit kills were frustrating, especially since even with non-inverted aim, the projectiles seemed to clip into the ground underneath your feet when you fire.
For some reason clicking on your name doesn't bring up any results (http://ludumdare.com/compo/author/mase/) so I had to find it from your tumblr.
You tried to rate our game, before, but couldn't be bothered to install a redistributable (understandably) to fix the crash on startup issue. Our programmer has fixed the problem, though, if you're interested in giving it another go.
In retrospect the controls are perhaps more of an abomination than I'd like. I played the levels maybe 100 times during development so I stopped noticing the jankiness. I knew the game would be more accessible with a fixed projectile trajectory, but I wanted to try something more adventurous. I also tried to implement a shot-trajectory dotted line, but the math was too hard.
Consider watching the video if you are curious about the content but find the gameplay too unbearable.