Octogonal Switcher by Jogy34
Octogonal Switcher:
Controls:
- A/D Move Left/Right
- W Jump
- Mouse Click - Launch Projectile towards mouse
Your entire goal is to turn on the lights inside the octagon by touching them. Gravity goes towards the wall of the octagon of the section of the octagon that you are in. Enemies (and powerups) rain down from a vortex in the center. You can fire a projectile that will kill and bounce off of the enemies as well as turn the lights on if it hits them.
This game defaults to full screen but after the first time you launch it a properties file is generated that you can turn full screen off it you want to. If you are in full screen pres escape to be able to exit out of the game
Controls:
- A/D Move Left/Right
- W Jump
- Mouse Click - Launch Projectile towards mouse
Your entire goal is to turn on the lights inside the octagon by touching them. Gravity goes towards the wall of the octagon of the section of the octagon that you are in. Enemies (and powerups) rain down from a vortex in the center. You can fire a projectile that will kill and bounce off of the enemies as well as turn the lights on if it hits them.
This game defaults to full screen but after the first time you launch it a properties file is generated that you can turn full screen off it you want to. If you are in full screen pres escape to be able to exit out of the game
| Java (Windows 7 Tested) | https://bitbucket.org/Jogy34/octogonal-switcher/downloads/OctogonalSwitcher.jar |
| Source | https://bitbucket.org/Jogy34/octogonal-switcher/src |
| Game Engine Source | https://bitbucket.org/Jogy34/xerngameengine/src |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=10685 |
Ratings
| Coolness | 100% | 1 |
| Overall | 2.83 | 921 |
| Audio | 2.51 | 668 |
| Fun | 2.45 | 1034 |
| Graphics | 2.39 | 996 |
| Humor | 2.32 | 687 |
| Innovation | 3.40 | 357 |
| Mood | 2.60 | 837 |
| Theme | 3.56 | 618 |
At first I had no idea what was going on. I had to read the description to understand, and even then it was a little hard to see my character at first.
It's an interesting game. I would work on making sure the player KNOWS where his character is at the start of the game. A simple "you are here" or something along that lines, would make the first 15 seconds a whole lot easier.
Good effort! I like the idea so don't give up on it!
Very cool idea.
This needs instructions, though. A little bit more of information. I lost about half an hour trying to understand the basic mechanics of it.
I think starting with a smaller level, and larger sprites, and work your way up to the tiny characters would give the player a greater sense of accomplishment as they get used to the game.
I had to turn the difficulty way down to even have a chance. So much going on at once! I'm just glad I don't suffer from epileptic seizures.
I like the idea that another commenter mentioned -- building up from smaller and simpler levels with bigger sprites to make sure the player has the hang of it, working their way up to the tiny-pixelled madness that we see today.
(Platform note: On Mac OS X, the game loaded and ran but the keys didn't work in fullscreen, only the mouse. I had to use Command-Option-Shift-Escape to force quit. The keys worked fine outside of fullscreen.)
Cool, original idea. Seems like you had an ambitious design at the start of the jam, and there's a lot of stuff going on there! The difficulty menu is a great example of the different stuff going on.
However I did find the moment to moment gameplay a little frustrating. Jumping just isn't satisfying and at times the sheer amount of stuff going on could be overwhelming.
Again, cool concept and there were a lot of interesting systems but maybe more time could have been spent on the fine details of the player experience.