Mighty 10tackle by TheMightyTeam
Finally the time has come!!!. Two alien races of squares battle for the supremacy of the square race in the universe. The prize is the right to invade earth and kill the human race. Yummie!
You are a humble green square willing to beat the despicable, merciless, unregrettable and a bit dummy, violet squares. You are afraid but you are not alone though. Two teams of 10 squares will fight to “Capture the Flag” of the enemy base (It is a game, but you know, this is how things are handled in the outer worlds).
Unluckily, every time you grab the flag you SHAPESHIFT in an attractive, juicy and irregular trapezoid. You should rely in your ability to return to your base and recover your appearance and INCREASE YOUR SCORE.
How to Score:
- 1 POINT if you pick the flag (yendor's amulet or whatever it is) in the enemy base.
- 3 POINTS if you return to your base shapeshifted as trapezoid.
Some tips during gameplay:
- If you don't know where the enemy base is, follow the bullets.
- You will hear a YOU WIN/YOU LOSE after a period of time (not shown on screen, as it is more fun). That means you have done a good/(surprisingly) bad job restraining the violet mighty attack.
Controls:
Arrow keys to move
Space to shoot
This game has been written by a team composed of:
- hmightypirate: creative, some code, AI and (part of the) idea.
- punkto: code, some creative, and (the other part of the) idea.
- eLeDe: some art, sound effects and music.
We have used LIBGDX, as in our past games.
Tiled for the map.
Sound effects: Sfxr and Audacity
Music: beepbox.co
Keywords:
HTML5
web
arcade
battle
platform
team
ai
You are a humble green square willing to beat the despicable, merciless, unregrettable and a bit dummy, violet squares. You are afraid but you are not alone though. Two teams of 10 squares will fight to “Capture the Flag” of the enemy base (It is a game, but you know, this is how things are handled in the outer worlds).
Unluckily, every time you grab the flag you SHAPESHIFT in an attractive, juicy and irregular trapezoid. You should rely in your ability to return to your base and recover your appearance and INCREASE YOUR SCORE.
How to Score:
- 1 POINT if you pick the flag (yendor's amulet or whatever it is) in the enemy base.
- 3 POINTS if you return to your base shapeshifted as trapezoid.
Some tips during gameplay:
- If you don't know where the enemy base is, follow the bullets.
- You will hear a YOU WIN/YOU LOSE after a period of time (not shown on screen, as it is more fun). That means you have done a good/(surprisingly) bad job restraining the violet mighty attack.
Controls:
Arrow keys to move
Space to shoot
This game has been written by a team composed of:
- hmightypirate: creative, some code, AI and (part of the) idea.
- punkto: code, some creative, and (the other part of the) idea.
- eLeDe: some art, sound effects and music.
We have used LIBGDX, as in our past games.
Tiled for the map.
Sound effects: Sfxr and Audacity
Music: beepbox.co
Keywords:
HTML5
web
arcade
battle
platform
team
ai
Ratings
| Coolness | 77% | 2 |
| Overall(Jam) | 2.76 | 957 |
| Audio(Jam) | 2.95 | 490 |
| Fun(Jam) | 2.85 | 754 |
| Graphics(Jam) | 2.23 | 1037 |
| Humor(Jam) | 2.36 | 585 |
| Innovation(Jam) | 2.48 | 949 |
| Mood(Jam) | 2.43 | 950 |
| Theme(Jam) | 2.30 | 1058 |
We have used 16x16 pixel tiles so the game window appear small. Try maximize on desktop or CTRL+ on your browser for a better experience.
And regarding the game speed and craziness... It's arcade time! Shot! go left so you reach the ring, transform into a trapezoid, shot your way home! SCORE!
Like the map design! Plus, the story makes a lot of sense. :D
It does get a bit too confusing sometimes but the feeling when you manage to sneak in and grab the flag is definitely worth it! Very satisfying.
I really find the concept very innovative.
I just think the controls could be a bit improved (I had a feeling that they were not very responsive)
The music is catchy/bouncy and provides the proper atmosphere.
GJ! If you plan on working on it more:
The sfx work (I especially like the voice acted sounds) but the shriek is too high pitch/frequent for my taste.
For the movement - maybe could use air control all the time (there are a few cases where you can't). Alternatively, just make it not platform based (this game makes me think of subspace/continuum on overdrive- that's a good thing). Faster death/respawn times (perhaps keep the death time if you are the flag). You lose control for a bit too long imo. Maybe the flag can drop?
Could use indicator for who has the flag/where on map regardless. Otherwise - needs a bit more feedback if the flag is there or not besides just the text. It's obvious once you learn it, but until then it's a little confusing.
I thought for a second that you could push the corpse of the flag holder around - that might be fun for clutch victory but it seems like it's a bit too short of a time for it to work now.
Of course, we will be working in it to polish code and gameplay.
We also plan to add a bit more complexity to the AI and many other details (new platforms) after Ludum dare is over. Stay tuned!