Direction by hannardynamite

[raw]
made by hannardynamite for LD28 (COMPO)
Based on the theme of 'You Only Get One', I came up with the idea of 'You only get one direction'. No, not the band.

You can only move in one direction. But be careful, there's nasty red projectiles out to get you!

Made with MMF2, Paint.net and Bosca Ceoil

Ratings

Coolness 58% 3
Overall 2.47 889
Audio 2.53 492
Fun 2.10 920
Graphics 1.93 928
Humor 2.00 597
Innovation 2.66 657
Mood 2.13 861
Theme 3.50 165

Feedback

MyGrandmother
15. Dec 2013 · 10:13 UTC
I really like the idea is very original, the music is very 8 bit, and I think fit perfectly the game. You should just find a way to make more clear where you respawn once you reached the top, is very difficult to understand.

also R should make the game restard immediatly not bring you back to the main menu.

great game
Mezzenstein
15. Dec 2013 · 13:44 UTC
Yeah the game is pretty nice! I had fun playing it, but it's pretty hard if your position is near the borders.
607
15. Dec 2013 · 19:05 UTC
It's a pretty hard game, it's only a bit weird where you'll get when you exit the screen via the top. I mean, I often died cause I got out of the screen and appeared somewhere in front of a red pixel.
ChrisMingay
15. Dec 2013 · 20:11 UTC
One Direction, the game!
GarethIW
17. Dec 2013 · 11:35 UTC
I also found it quite difficult, until one retry I just held down the up button and fluked a score of 11!

I'd suggest maybe having the player respawn at the bottom of the screen each time, rather than a random Y position (still keep the random X position).

Good choice of music too.
Muciojad
18. Dec 2013 · 17:59 UTC
It's quite funny and demanding, I like it. Good work!
Dir3kt
18. Dec 2013 · 21:09 UTC
Interesting concept. But it was waaay too hard. Maybe enemies should move slower, at least at beginning?
bradleypollard
21. Dec 2013 · 11:52 UTC
I think the projectiles are a bit too fast, considering how you move. It's basically impossible to react to them if you're off centre and it becomes a game of luck.

However, interesting execution of the one direction idea.
dqmhose
22. Dec 2013 · 20:00 UTC
Took me a while to get the hang of it. It's one of those games I really suck at, but it's fun and challenging! :D
Benjamin
22. Dec 2013 · 20:08 UTC
The idea of putting scrolling bonus on top and the hypnotic bgm are good.

You should make sure people dont respawn on bullet. Death on the is game seems a bit unfair since you dont have time to avoid bullets even if you watch closely on the side walls. Things get worse if you respawn left or right because you have 0 second to react on incoming bullets.
x70x
22. Dec 2013 · 21:15 UTC
I think the main thing keeping me from replaying is how I can randomly be killed immediately after respawning. Interesting idea though.
Zephyr Raine
22. Dec 2013 · 21:25 UTC
Hardcore game is hardcore ! But the concept fit totally the theme. =)
The music is a bit repetitive and the mechanics hard to assimilate but innovating.
challenging game anyway !
stvr
22. Dec 2013 · 21:57 UTC
Well you fit the theme nicely, and having some kind of semi-random respawn mechanic is an interesting solution to problems inherent in unidirectional gameplay, but the unpredictability of spawns makes this far to frustrating and not enough fun.
LordHellMaX
22. Dec 2013 · 22:24 UTC
Seems very luck based, as others have said. But concept is interesting and has some potential to become a nice skill/reflex game. :)
dalbinblue
22. Dec 2013 · 23:10 UTC
Nice use of theme. I found it very difficult to dodge as the red blocks move very fast and you can spawn on the side of the board where there is no way to dodge. I would also suggest a faster restart for the game by pressing "R" or space to take you right back into the game rather than the two buttons.
tobbez
23. Dec 2013 · 03:25 UTC
The time you have to dodge the red balls is too small. Once when I reached the top I teleported somewhere where I got stuck and couldn't get hit. Nice idea for the theme.
OnlySlightly
28. Dec 2013 · 00:45 UTC
I really liked the color scheme.
Novodantis
28. Dec 2013 · 01:43 UTC
Pretty inventive, but it is indeed rather hard. The random placement after going off the top of the screen makes it very hard to stay in control. I found the most success seemed to be had by holding down the button and hoping for the best. Sound was a definite plus; simple, but effective.
rezil
28. Dec 2013 · 03:12 UTC
The biggest issue was spawning randomly on the screen and not knowing whether you'd have enough time to avoid the projectiles or not. Otherwise it was alright.
SnoringFrog
02. Jan 2014 · 03:58 UTC
The random respawn locations and speed of the enemies made this game feel nearly impossible. I did almost as well by just holding up and never letting go as I did by actually trying. Although, after a while I did somehow manage to get a score of 11. I liked the idea of it, it just needs something to help it not feel so aggravating, especially if you respawn on the far right of the screen.

Maybe if there were bars that moved left/right up/down on the edges of the screen to indicate your respawn position? That way, you could have an idea of where you would end up. That's what immediately comes ot my mind at least, not sure how well it would actually work.