Dan Dynamite by loxo
The worst thing about this ludum dare's theme is that all ideas seem to lead to fast paced games, at least all ideas I had. After spending too much time on coming up with an idea for a calm game, I decided to go with the classic story of a lonely stick of dynamite that falls into a lava filled cave. Dan Dynamite was on its way home when the accident happened. Now its your task to help the little guy to keep a cool head and find a way out. Because its fuse is short, you have only 10 seconds after it gets lit. Hurry up!
Unfortunately, I run out of time and couldn't finish the game. There is only one test level, mostly placeholder graphics and no sound effects/music. I think the mission impossible theme music would fit well. Next time, I have to prepare myself better.
Controls: Use LEFT and RIGHT arrow keys to move and SPACE to jump.
Unfortunately, I run out of time and couldn't finish the game. There is only one test level, mostly placeholder graphics and no sound effects/music. I think the mission impossible theme music would fit well. Next time, I have to prepare myself better.
Controls: Use LEFT and RIGHT arrow keys to move and SPACE to jump.
Ratings
| Coolness | 100% | 1 |
| Overall | 1.90 | 1185 |
| Audio | 1.25 | 976 |
| Fun | 1.96 | 1122 |
| Graphics | 1.98 | 1068 |
| Humor | 1.97 | 730 |
| Innovation | 1.83 | 1162 |
| Mood | 1.79 | 1051 |
| Theme | 2.40 | 1075 |
Still, I had a good time, and the concept even if pretty simple is very funny.
However, you might want to tweak the jump a little, maybe by limiting the character's horizontal speed while in the air.
Do not give up on that one!
It's too bad you couldn't finish it - but don't be discouraged! Every experience counts towards the next game!
Keep at it!
I hope you work a bit more in your game - if you add some music and sounds (check Autotracker and BFXR), you can improve your game a lot.
Cheers, and here is a video review:
http://youtu.be/pb2GWFK0NMo
You might want to switch over to the jam if you ever run out of time again. Sometimes finishing a game is more important than staying in the compo :)
It seems the problem with the jumps is that you used a constant speed for both up and down. How I do jumps is to start with a Y velocity, say 10, then decelerate it -0.1 every update until the player touches the ground. That way you end up with a parabola jump instead of an upside-down V.
To bad it's unfinished... just in case, did you put a fps limiter? For me it goes extreeeemly fast!