Maximilian Lambda Caster by Jiggawatt
A "situational bullet hell" in which you create functions to manipulate the battlefield. It's definitely possible to neutralize all bullet types, but the difficulty level is tuned to my tastes. No easy mode here.
Arrows/Z for ship control, numbers or A/D for cycling through the parameter list. Keeping a block selected drains its lifespan of 10 seconds, so cycle according to which one is the most useful to you.
Arrows/Z for ship control, numbers or A/D for cycling through the parameter list. Keeping a block selected drains its lifespan of 10 seconds, so cycle according to which one is the most useful to you.
Ratings
| Coolness | 73% | 3 |
| Overall(Jam) | 3.02 | 339 |
| Audio(Jam) | 3.18 | 179 |
| Fun(Jam) | 2.68 | 386 |
| Graphics(Jam) | 2.78 | 429 |
| Humor(Jam) | 2.00 | 387 |
| Innovation(Jam) | 3.54 | 84 |
| Mood(Jam) | 2.58 | 407 |
| Theme(Jam) | 2.79 | 438 |
The spinning background used to be more intense and consequently I left my body several times during development.
Good work!
Good work!
In the end my dominant strategy was to just try and get the "defence" parameters selected and shoot like crazy!
It's really hard to keep track of which functions are in effect and which you still need to collect to win, I think symbols and function notation along the bottom would actually have made that easier, or at least having it display "override(shottype)" instead of just "override" when selecting an item at the bottom. I also had trouble quickly identifying the enemy types just based on colour to know which function to select to be the parameter when I shoot them.
Norgg: the red text above the parameters shows what they're affecting. Like if you have a green (restrict) block and "shottype" over it, you'll know the shot type block is blacked out. The function notation at the top shows the last added effect. It's pretty hectic either way, but you'll get used to it after a while. (Or just enjoy the beautiful chaos.)
Watching him made me realize that I can't stress enough how you have to cycle through the parameters. So use those numbers (or A and D). The game is probably impossible to win without cycling through the options.
Speaking of which, has anyone else been able to complete this yet? Please comment if you do. And feel free to comment regardless, constructive comments are more important to me than ratings.
I wish the movement was more precise, perhaps so it didn't have movement decay/growth and just a fixed movement rate for more precise movement, which probably helps when you're trying to dodge a million things.
Also if you're not moving the ship faces the default up position, which is frustrating. Perhaps always facing right is most useful as that's where enemies spawn anyway?
Once I started the game I was once again confused, read the documentation, tried again and was still confused. I did enjoy the hyperactive audio and visuals, everything seemed to look nice and the sound matched what was going on quite well.
I think I'd have preferred the control layout to be A/S/D rather than A/Z/D, as it is it felt a little unnatural.
I may have to revisit this one another evening in another attempt to grasp what's going on a little better!
I was able to understand the idea behind the mechanics, but I couldn't figure out how you actually maintain a list of functions and thus neutralizes everything...
I must say that this was really interesting, innovative and with great music! :D (but I still can grasp the gameplay >_<)
It was much easier to just avoid blocks, shoot blocks that are not dark and avoid bullets that are not dark.
Like the graphics and the music.
The instructions need to be made much clearer.
I'll begin tackling accessibility problems with a post-LD version, hopefully featuring different game modes (including a tutorial mode where you're immortal and get comments on what reactions you just caused).
//Udrian
That's like playing Tetris and going "not quite sure what the blocks falling from the top were for".
As you are going all "pics or didn't happen" here it is http://gyazo.com/d89de1993f2615f92a9c6077ef8ea0cd (It was all a stroke of luck if I can be sincere, I could never last alive more than 26ish seconds).
Somehow, it's not a 5/5 for me, but there's nothing bad in it. And it even has humor, damnit!
The graphics are great (although I'm not too sure about the color palette) and the music is awesome and fits perfectly!
The gameplay is super clever and it took me forever to even understand half of it, and a lot of switching between the game and the documentation. That moment when stuff you read again finally starts to make sense, haha.
Why is the displayed ingame name "set_shot", but at the parameter list it's "shottype"? Same with "defense" and "neutralize" - I think. (Everything is happening a bit to fast, and I'm not good at mapping colors to functions.) It took me a bit to understand the parameter list because of those inconsistencies and well, because it's hard to observe and understand the changes in the parameter list while everything is shooting at me.
I think I could've enjoyed the game a lot more if
a) the blocks were distinct symbols symbolizing its function (my brain is better at mapping symbols than colors) and
b) everything was a lot slower with more space to navigate.
And maybe some test stage where I can experiment and learn without pressure. Bear in mind though that I'm already bad at normal sidescrolling shooters, I'm probably not the intended audience anyway.
So in conclusion, it's clever and innovative, but much too hard for me.
(I'm probably wrong with something, am I? Aargh.)
If I were to make this more accessible in the post-LD version, I guess there's no choice but to make a tutorial of some sort (despite my allergy to tutorials). Like something where you're invincible and the blocks come one by one, and every time you shoot one, you'd get like a pop-up describing what happened. I don't know, I just like making games, I don't like explaining them.
But it's possible to learn. Whatever goes in my head while playing is quite directly dumped into the docs, and it's all you need to appreciate the depth. Which there is a surprising amount of - no two matches feel the same. Hence "situational bullet hell".
Thanks for the insightful comment as usual, I get more kicks out of that than from ratings.
I really like how the game restarts with no fuss, but it would be nice to get a little more feedback on death, and maybe to see the highscore in the top left corner or something, because once you die your score is gone immediately.
Good job!