One Wall by joppiesaus
NOTE: You need the XNA Framework for this!
One Wall! A game where you have only got one wall, and you have to survive as long as possible the horde of... (I don't know how it's called)
Controls:
- Mouse to point and shoot
- A & D to move up and down(which is useless but fun)
I'd like your opinions!
Have fun!
Timelapse(short): http://www.youtube.com/watch?v=BEzpa9GKbSc
Timelapse(long) : http://www.youtube.com/watch?v=pJOX0qBJMPk
Beta1 build : http://function1.nl/ld/LD28/LD28_OneWall_BETA1.zip
Beta2 build : http://function1.nl/ld/LD28/LD28_OneWall_BETA2.zip
Tools used:
- MSPaint & RealWorld paint
- Microsoft Visual Studio 2010
- Chronolapse for timelapse
- The Microsoft XNA Framework (C#)
- My cat
One Wall! A game where you have only got one wall, and you have to survive as long as possible the horde of... (I don't know how it's called)
Controls:
- Mouse to point and shoot
- A & D to move up and down(which is useless but fun)
I'd like your opinions!
Have fun!
Timelapse(short): http://www.youtube.com/watch?v=BEzpa9GKbSc
Timelapse(long) : http://www.youtube.com/watch?v=pJOX0qBJMPk
Beta1 build : http://function1.nl/ld/LD28/LD28_OneWall_BETA1.zip
Beta2 build : http://function1.nl/ld/LD28/LD28_OneWall_BETA2.zip
Tools used:
- MSPaint & RealWorld paint
- Microsoft Visual Studio 2010
- Chronolapse for timelapse
- The Microsoft XNA Framework (C#)
- My cat
Ratings
| Coolness | 85% | 2 |
| Overall | 2.51 | 866 |
| Audio | 1.19 | 803 |
| Fun | 2.63 | 663 |
| Graphics | 1.71 | 967 |
| Humor | 2.08 | 570 |
| Innovation | 2.25 | 864 |
| Mood | 2.10 | 881 |
| Theme | 2.22 | 842 |
The file size was a lovely change from downloading 10MB a piece games here.
But here is some critique:
- Do not quit the game on Escape without asking.
- Movement in horizontal direction would have been nice, even if it would have had no impact on gameplay.
- Some basic audio would have been nice.
- Gameplay progression worked rather well.
The upgrades could be a little bit cheaper, to see progress faster.
All in all nice work
and 01rafael, the framework, XNA, doesn't support web. :(
I figured the same out! I should have coded it different like you said. However, in the collision code I have this piece:
if (pos.X <= 0 - tex.Width) continue;
That means I tell your computer that if the enemy is not visible(the X-axis is out of screen) the computer should skip that.
Which didn't fix any lag sadly. I figured that later out, I didn't had time in the compo. Thanks for the feedback thought! :D
I made some mistakes indeed you mentioned there. I had to balance it more.