Shark Spawn by thegrimace
Made using LibGDX, Gimp, Bfxr and Reaper.
Eat fish, get bigger, eat sharks.
The last shark standing wins.
Every 10 seconds you must enter the safe zone or you'll lose half of your weight.
Don't get eaten!
I'm pretty sure you need Java 1.7 to run this.
Eat fish, get bigger, eat sharks.
The last shark standing wins.
Every 10 seconds you must enter the safe zone or you'll lose half of your weight.
Don't get eaten!
I'm pretty sure you need Java 1.7 to run this.
Ratings
| Coolness | 44% | 1337 |
| Overall | 2.85 | 771 |
| Audio | 2.13 | 766 |
| Fun | 2.73 | 717 |
| Graphics | 1.96 | 1075 |
| Humor | 1.70 | 874 |
| Innovation | 2.68 | 778 |
| Mood | 2.46 | 772 |
| Theme | 2.92 | 773 |
Sorry to hear that Eddy93, I just registered a mediafire account, hopefully this one works for you.
http://www.mediafire.com/download/4us7m43y4uyt44j/ld27SharkSpawn.jar
One: The weight fish grant to anyone eating them scales with the player's weight each wave. This would need to be much more sophisticated since the player's advantage is rolled into the consumables for the next round.
Two: I started to implement different behaviors for sharks. The two I nailed down are aggressive and not aggressive. Aggressive sharks go directly for the closest fish at all times. Passive sharks spend time trying to eat the fish farther away.
If your "dominant" shark you end with is passive, you are dealing with a shark chasing the farthest fish, gaining a reasonable percentage of your weight with each successful catch. I think I have useful nuggets in place, but the interaction between these systems isn't much fun in some cases.
As my first entry, I am more than thrilled. I won't be going anywhere anytime soon, I'm hooked on this style of development and release, especially concerning the unexpected growth and insight possible.
It was chopped simply for clarity, but I had it as a major component for almost 1/3 of my development cycle. I just couldn't get it to look right. When looking at circles, even a 10% advantage is nearly impossible to tell with the scaling of sprites. I just could not get it working in this release. But I agree it should in some way be more visible. I considered color intensity, but there is the same problem in being sure of color fidelity on any given screen.
Keep the feedback coming, thank you players!