This Game Will Self Destruct in 10 Seconds by ChronusZ
Okay, I deemed the fact that you need to click in the game while the timer is ticking down as game breaking (It's hard to click and move within two seconds to avoid death). The game will now be a black screen until you click on it. I'd like to add a little graphic that tells you to click in the window to start, but I think that would be a little bit overstepping my bounds :)
This is an extremely faced-paced platform/action game. The game also crashes every 10 seconds, saving your data for when you refresh the page. Also, if you ever stop moving, you get sent up to the sky in a beam of light.
Controls:
AD - move;
Space - jump;
J - punch;
Shift - climb (Only works on fluff).
Yes, it is very difficult, and yes, it is possible. If you're having trouble, realize that punching is delayed by 6 frames (1/5th of a second). If you press J right before the enemy starts running at you, you will probably hit him. Even so, the timing is insanely difficult. I've played about 100 fights and I'm now good enough to win about half of them.
Press R to restart the level and T to restart the whole game.
Other controls are described in-game.
I meant to add a menu screen but forgot and ran out of time.
Also, there seems to be a bug that sometimes happens but sometimes doesn't. Occasionally when you go to the next level your co-ordinates won't pass over from the previous level, so the screen will be all black or you'll be inside a wall and can't see or something. If this happens, just press R to reload the level and you'll be all good.
//-------------------Dev Log-------------------
This having been my first game made in Flash, I feel pretty good about what I was able to do. Even though my stress was a bit out of whack and I lost enough sleep (Some out of staying up working, some out of just not being able to sleep because my mind wouldn't stop thinking about what I would add next or how to fix bugs I had gone to sleep whilst existing) to the point where my computer screen looked like one of those images that become 3D if you look at them wall-eyed, I enjoyed myself immensely. I can typically make a game of this scale in about a week (Mind, with a bit more polish), and I'm quite proud having done so well to finish it in the 48 hours.
I built everything about the game around the idea that if you can only play for 10 seconds at a time, the game should feel very fast. From the start I made the movement super fast, the combat super fast, the music super fast, and the animation super fast. Then when I got to the level with the fluff, I wanted to make it so that you had to time things very carefully so that the 10 second time limit became important. I didn't want the level to be super tall, though, so I had to opt to make the climbing very slow. I don't think it fit very well, but it does add another layer of intensity in a way, like standing in the elevator during Silent Hill.
Something I neglected to think of whilst making this was that flash doesn't accept user input until you click on it, so that makes playing the game on the web-player slightly more trying.
I'm very proud of my design of the music. I was having a lot of struggle early on getting music that would fit with the gameplay. I had decided to use a crazy high tempo, but originally I was going to do something 8-bit. Everything I composed sounded abysmal. I don't remember when the idea of rapid percussion came about, but I took inspiration from the sort of Mongolian-esque war drumroll and added to that. The whole song took me only about 20 minutes to make, compared to the hour and a half I spent trying to do other music. The song that plays when you float upwards was pretty much just random triads of major thirds with a Dracula inspired fall at the end.
The graphics I'm sort of half-and-half on. I really like the character design I came up with and I think the tilemap came about quite well (especially the tiles on the final level I'm proud of). The backgrounds are a little bit lame, but you only see them in the first level. The animation is what I really didn't like, but I've never been good at animating. I also realize looking back that I forgot to do a climb animation, which makes me twitch slightly. I would've liked for the shadows to be of higher quality, but there wasn't much I could do without causing crazy lag. I added an option to scale the ray-tracing quality with the flash player quality (it defaults to low), so it looks quite good on high, but it's very laggy.
Sound effects were rushed. I recorded it all with a medium quality microphone, and the walking sound effect sounds pretty bad in my opinion. I love the punch sound, though. I super-imposed a bunch of recordings of my cracking my joints and added one sound of me punching a wooden chair, and it sounds like you snap their neck with every punch. That turned out better than I could've hoped.
All in all, I made something I'm fairly proud of, and that's all that matters in the end, right?
This is an extremely faced-paced platform/action game. The game also crashes every 10 seconds, saving your data for when you refresh the page. Also, if you ever stop moving, you get sent up to the sky in a beam of light.
Controls:
AD - move;
Space - jump;
J - punch;
Shift - climb (Only works on fluff).
Yes, it is very difficult, and yes, it is possible. If you're having trouble, realize that punching is delayed by 6 frames (1/5th of a second). If you press J right before the enemy starts running at you, you will probably hit him. Even so, the timing is insanely difficult. I've played about 100 fights and I'm now good enough to win about half of them.
Press R to restart the level and T to restart the whole game.
Other controls are described in-game.
I meant to add a menu screen but forgot and ran out of time.
Also, there seems to be a bug that sometimes happens but sometimes doesn't. Occasionally when you go to the next level your co-ordinates won't pass over from the previous level, so the screen will be all black or you'll be inside a wall and can't see or something. If this happens, just press R to reload the level and you'll be all good.
//-------------------Dev Log-------------------
This having been my first game made in Flash, I feel pretty good about what I was able to do. Even though my stress was a bit out of whack and I lost enough sleep (Some out of staying up working, some out of just not being able to sleep because my mind wouldn't stop thinking about what I would add next or how to fix bugs I had gone to sleep whilst existing) to the point where my computer screen looked like one of those images that become 3D if you look at them wall-eyed, I enjoyed myself immensely. I can typically make a game of this scale in about a week (Mind, with a bit more polish), and I'm quite proud having done so well to finish it in the 48 hours.
I built everything about the game around the idea that if you can only play for 10 seconds at a time, the game should feel very fast. From the start I made the movement super fast, the combat super fast, the music super fast, and the animation super fast. Then when I got to the level with the fluff, I wanted to make it so that you had to time things very carefully so that the 10 second time limit became important. I didn't want the level to be super tall, though, so I had to opt to make the climbing very slow. I don't think it fit very well, but it does add another layer of intensity in a way, like standing in the elevator during Silent Hill.
Something I neglected to think of whilst making this was that flash doesn't accept user input until you click on it, so that makes playing the game on the web-player slightly more trying.
I'm very proud of my design of the music. I was having a lot of struggle early on getting music that would fit with the gameplay. I had decided to use a crazy high tempo, but originally I was going to do something 8-bit. Everything I composed sounded abysmal. I don't remember when the idea of rapid percussion came about, but I took inspiration from the sort of Mongolian-esque war drumroll and added to that. The whole song took me only about 20 minutes to make, compared to the hour and a half I spent trying to do other music. The song that plays when you float upwards was pretty much just random triads of major thirds with a Dracula inspired fall at the end.
The graphics I'm sort of half-and-half on. I really like the character design I came up with and I think the tilemap came about quite well (especially the tiles on the final level I'm proud of). The backgrounds are a little bit lame, but you only see them in the first level. The animation is what I really didn't like, but I've never been good at animating. I also realize looking back that I forgot to do a climb animation, which makes me twitch slightly. I would've liked for the shadows to be of higher quality, but there wasn't much I could do without causing crazy lag. I added an option to scale the ray-tracing quality with the flash player quality (it defaults to low), so it looks quite good on high, but it's very laggy.
Sound effects were rushed. I recorded it all with a medium quality microphone, and the walking sound effect sounds pretty bad in my opinion. I love the punch sound, though. I super-imposed a bunch of recordings of my cracking my joints and added one sound of me punching a wooden chair, and it sounds like you snap their neck with every punch. That turned out better than I could've hoped.
All in all, I made something I'm fairly proud of, and that's all that matters in the end, right?
Ratings
| Coolness | 87% | 2 |
| Overall | 2.41 | 1079 |
| Audio | 2.43 | 622 |
| Fun | 2.08 | 1092 |
| Graphics | 2.78 | 618 |
| Humor | 2.39 | 473 |
| Innovation | 2.60 | 830 |
| Mood | 2.26 | 896 |
| Theme | 3.02 | 695 |
I don't like that shadows at the begining.
It frozen inside the first room...I would like to play more
On the whole, I liked the idea and also most of the execution. The sound effects are good and the music conveys the urgency pretty well. I like how the browser's reload button was incorporated into the game play. Good job! :)
Has quite a few bugs, but would've been better with a simple start/restart screen.