ULTRA REKTAGON by Harsay

[raw]
made by Harsay for LD31 (COMPO)
ULTRA REKTAGON

Survive by avoiding sequences of rectangles.

-- Controls --
Arrows - movement
F11 - toggle fullscreen
P - toggle music

-- Requirements --
Java

Ratings

Coolness 72% 3
Overall 3.42 331
Audio 2.83 491
Fun 3.37 304
Graphics 2.54 915
Innovation 3.26 450
Mood 2.86 630
Theme 3.74 372

Feedback

ENDESGA
07. Dec 2014 · 23:38 UTC
You're a genius! Love this so much! Perfect for a mobile platform :)
oranebeast
08. Dec 2014 · 03:30 UTC
An amazing game! Deserves a mobile port!
DrHahn
08. Dec 2014 · 05:37 UTC
It's almost a rage game, but not quite. I have not much else to say, it being quite trial and error-y.
Joris
08. Dec 2014 · 13:08 UTC
Lovely. The bit where you have to stay in the square as it moves is evil!
The Jahn
08. Dec 2014 · 16:56 UTC
Wish I could play with my mouse; it'd be easier, but you could compensate for that by making it faster paced and at least 50% more evil. ;p

Well done though, had some fun with this one up until I got rekt.
hexagore
08. Dec 2014 · 17:11 UTC
Well, I had to have a go at this one. Looks like a great idea. I struggled to see the difference between black and very very dark grey though. A bit more contrast would have helped I think :)
doitle
08. Dec 2014 · 17:13 UTC
Really simple concept executed very well. I agree with the others that I could see this succeeding as mobile game. The only issue might be your finger covering up the dot. But maybe you don't even need the dot. It'd be more like trying to prevent hitting the walls with your finger.
nbilyk
08. Dec 2014 · 18:33 UTC
Well done! It plays very smooth, and the controls and animation feel awesome. I thought it was a little too difficult, but I'm old. When you have to move along with the square I couldn't do it, the movement acceleration of your dude doesn't match the square's movement.
Great job overall!
Empyrealhell
09. Dec 2014 · 06:09 UTC
In the end this turned into a game of memorizing the movement patterns. If there were more time to react to the movements, then it could be a fun challenge, but as it stands it's just a test of whether or not you've memorized the patterns, and if you can line your dot up in the right spots with no reference points. It's clean and polished, and with a little work on the movements, it could be a good avoider game, but right now it just feels like a chore to go through the motions to get to the next feature that will kill me so I can learn how to avoid it.
hypnoticbytes
09. Dec 2014 · 18:03 UTC
Trial&error game, love it! Very addictive, very well done!
GGraca
09. Dec 2014 · 18:06 UTC
Simple, hard and addictive. It would be better if the levels were generated randomly.

check this one:
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44716
Kwask
09. Dec 2014 · 18:07 UTC
I liked this a fair amount, makes me think of those Simon Says toys.
zompi
09. Dec 2014 · 22:18 UTC
Addicting game to some point, where I just lost ma patience ;) In fact it's a memory game because it moves so fast it is nearly impossible to react.
Also at some point arrows are too sensitive and don't give enaught of precision.

But overall it is a great idea and game is very moody. Worth keeping working on that :)
TheNewPhoenix
10. Dec 2014 · 21:41 UTC
This game is a great idea. You should take it to multiple platforms. I loved the "get-recked" after you died. Great job.
Justin Mullin
10. Dec 2014 · 21:47 UTC
I got rekt. =( Wish I could get further, this seems like it'd be a fun game to get really good at, but I'm just awful at this sort of thing.
Technomancer Game Studio
11. Dec 2014 · 20:46 UTC
Simple and nice game. Liked :)
joekinley
11. Dec 2014 · 20:50 UTC
Ragequit. RAGEQUIT. R A G E Q U I T.
What a ragey little game. Also, wink wink, I can see where you got your inspiration from.

Awesome game. And the screenshots totally fit, I just couldn't get past that point there. It is so hard.

Unfortunately sometimes it is not just hard but feels unfair, as you quickly get the feeling it was the games fault that you died, because the rectangles decided to move so quickly all of a sudden.

But overall a pretty fun and nice game. Well done.
AdventureIslands
11. Dec 2014 · 21:18 UTC
Nice game. The background and blocks should have more contrast, like different colors, and perhaps the game could be faster, because the beginning is very slow. Maybe this would work better if the sequences were randomized?
RobustInteractive
11. Dec 2014 · 22:13 UTC
now thats a great game! love it
GoudaGames
12. Dec 2014 · 19:55 UTC
Nice game!
JangoBrick
13. Dec 2014 · 11:57 UTC
This is a great concept, nicely executed. Simple but very fun. Love it!
anael
13. Dec 2014 · 12:31 UTC
well done, very simple design and it has this arcade feeling
HolyBlackCat
13. Dec 2014 · 21:26 UTC
It's absolutely amazing! I love `Get rekt` death sound. It's the best death message I've ever seen. :D
kaa
14. Dec 2014 · 01:38 UTC
Very good idea! Addictive, as was mentioned.
Taunia Sabanski
19. Dec 2014 · 05:42 UTC
I think this would work fantastic as a mobile port, where you would use your finger or stylus in place of the ball completely, so you'd have to keep your finger/stylus from touching the walls instead. :)

This game is the epitome of the "trial by death" genre though. This is basically all it is, in essence. If anyone wants to know what a "trial by death" game is, REKTAGON is certainly the example to give.
Lynx
19. Dec 2014 · 05:43 UTC
I like the visual style of this game a lot, I can see your reference material for sure...but then again I used the same reference in my game...hahaha

Controls maybe a bit too twitch but, then again this a style of game that you have to learn and train upon to master.

Well done, I'd love to see an expanded version with more random generated levels of difficulty and patterns and maybe some cool monochromatic color schemes instead of the super dark black and grey
Wertle
26. Dec 2014 · 16:31 UTC
This game was super hard, but not in a way that I felt like I could improve myself skill-wise. It's more or less a memory game, like hyper-minimilist battletoads :P The difficulty came in learning what the next thing to happen was going to be, then dying, then remembering that step when you got to it again, versus something like super hexagon where the difficulty is more much reactive to the next thing coming. I thought the feedback for things blinking in was a little binary, and was confusing at times when something was in its "i'm going to kill you" state versus "i can pass through you." The sounds helped here a lot but there are probably some more things you can do with the visuals to emphasize this, since it's a pretty important piece of feedback in the game. Black bars on gray background are a little tricky to see. Otherwise, nice work for compo!
johnbrynte
28. Dec 2014 · 12:14 UTC
Nicely packaged and a really good take on memory themed games! I agree that this would work well for mobiles because of the touch screen, with arrow keys the controls are really a bit too jumpy. Gotta love the robot voice also!
maxmetallica
29. Dec 2014 · 22:01 UTC
nice work
Hellequin
29. Dec 2014 · 22:02 UTC
Love this game! Well done!