In a maze with one by okmmjyygv
Do not play before reading!
-The game creates a random maze. You should find an escape but you can't find an escape without using teleport, pickaxe or bomb. But you can only use one of one. You can't use all of them.
-Teleport-->Usuable for 3 times. Teleports the player to where mouse pressed.
-Pickaxe-->Usuable for 5 times. Removes the block where mouse pressed.
-Bomb-->Usuable for 4 times. Removes the blocks that is near to the bomb. To place it use mouse. 2 seconds after placing, it will explode.
Mazes can be hard or easy. It's random. Sometimes it can be impossible.
-Bug Fixes
-->I fixed a bug that makes mazes easy. (variable change)
-->I forgot to activate R button in first release. Now it's activated. When you can't escape from the maze, you can press R button to restart. (false to true)
-->Upgraded to LibGDX 0.9.9 Mac problem should be solved now.
-The game creates a random maze. You should find an escape but you can't find an escape without using teleport, pickaxe or bomb. But you can only use one of one. You can't use all of them.
-Teleport-->Usuable for 3 times. Teleports the player to where mouse pressed.
-Pickaxe-->Usuable for 5 times. Removes the block where mouse pressed.
-Bomb-->Usuable for 4 times. Removes the blocks that is near to the bomb. To place it use mouse. 2 seconds after placing, it will explode.
Mazes can be hard or easy. It's random. Sometimes it can be impossible.
-Bug Fixes
-->I fixed a bug that makes mazes easy. (variable change)
-->I forgot to activate R button in first release. Now it's activated. When you can't escape from the maze, you can press R button to restart. (false to true)
-->Upgraded to LibGDX 0.9.9 Mac problem should be solved now.
| Jar File (Mac, Windows, Linux) | https://dl.dropboxusercontent.com/u/49940356/game.jar |
| Source Code | https://dl.dropboxusercontent.com/u/49940356/source.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-28/?action=preview&uid=26527 |
Ratings
| Coolness | 94% | 2 |
| Overall | 2.65 | 779 |
| Audio | 2.32 | 591 |
| Fun | 2.37 | 819 |
| Graphics | 2.36 | 772 |
| Humor | 1.68 | 734 |
| Innovation | 2.66 | 657 |
| Mood | 2.19 | 848 |
| Theme | 2.93 | 469 |
Still, not a bad idea and relatively well executed.
Dec 16 16:44:11 demon.local java[2228] <Error>: The function `CGContextErase' is obsolete and will be removed in an upcoming update. Unfortunately, this application, or a library it uses, is using this obsolete function, and is thereby contributing to an overall degradation of system performance.
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
_NSJVMLoadLibrary: NSAddLibrary failed for /libjawt.dylib
JavaVM FATAL: lookup of function JAWT_GetAWT failed. Exit
AL lib: ReleaseALC: 1 device not closed
Granted that alone wouldn't be what you wanted, you'd need to add some obstacles to force the use of the selected power up.
As others said, the maze itself is not very inspiring, and since we can't see everything, it is a bit hart to make a decision about when to use the items. But I think these are things you can work on to make a better game.
You should add a "you win" screen when someone manages to get out of the maze.
Cheers!
I dont really like the idea, that the maze may be impossible, but I know, what it means to write a procedural level generator, that respects certain restrictions, so no minus point for that ;)
Gameplay feels quite solid and the theme is realized nicely.
Great work!
The music, minimalistic as it may be, was nice. There's one critical thing missing: the number of uses you have left on your item. I liked that you showed the item on the corner, it was a nice touch, but without the number of uses left, it left something to be desired.
Finally, there was a glitch that happened at one point: in 2 consecutive runs, I pressed R to restart, and when I clicked PLAY, it automatically selected the teleportation and teleported me to a spot, using up all my uses in one go.
But it's well done. Maybe the collisions have to be slightly better.
Three different items provided a good amount of variety to the gameplay. If you work on this post-compo, it would be nice if the story of the game dictated which items were used. But as it is, I think it's a good use of the theme.
Good Job!