P-MNMSAOD by HD408
Acelloids
aka Pseudo-MicroNuclear Marmalade Sponge Asteroids On Drugs
Made for Ludum Dare #26 Jam.
Project status: Prototype
How to play:
Controls:
Use NumPad to shoot from the first (or previous) selected point to the next one in a 3x3 grid arrangement.
Alternatively, you can use this layout:
QWE
ASD
ZXC
Arrow keys and Home/End/PgUp/PgDn block also work and do the same. Keycode of NumPad5 without the NumLock on turned out to be 12, so I think it will work independently of NumLock status.
ESC to quit. R to restart.
F5 to save, F6 to load, F9 to take a screenshot.
There's also an emergency control for cells that are stuck out of the shooting range. Hold the middle point (NumPad5 or S) for 4 seconds (at full 50FPS) to change their direction slightly (30 degrees).
Gameplay:
Destroy the cells before they spawn more cells than your computer can afford without dropping the FPS to something unreasonable. Maximal FPS is set to 50. There's actually no Game Over condition (minimalism, that is).
Shoot bonuses to gain temporary weapon boost.
With each level you have to deal with more cells, but boost time also increases. Bonus chance does not, and is 5% per second.
Tools used:
Engine: Game Maker 8.0 Lite
Graphics: GM built-in sprite editor, Paint.NET
Materials used:
'Philosopher' font by Jovanny Lemonad
Everything else by HD408
30.04.2013
aka Pseudo-MicroNuclear Marmalade Sponge Asteroids On Drugs
Made for Ludum Dare #26 Jam.
Project status: Prototype
How to play:
Controls:
Use NumPad to shoot from the first (or previous) selected point to the next one in a 3x3 grid arrangement.
Alternatively, you can use this layout:
QWE
ASD
ZXC
Arrow keys and Home/End/PgUp/PgDn block also work and do the same. Keycode of NumPad5 without the NumLock on turned out to be 12, so I think it will work independently of NumLock status.
ESC to quit. R to restart.
F5 to save, F6 to load, F9 to take a screenshot.
There's also an emergency control for cells that are stuck out of the shooting range. Hold the middle point (NumPad5 or S) for 4 seconds (at full 50FPS) to change their direction slightly (30 degrees).
Gameplay:
Destroy the cells before they spawn more cells than your computer can afford without dropping the FPS to something unreasonable. Maximal FPS is set to 50. There's actually no Game Over condition (minimalism, that is).
Shoot bonuses to gain temporary weapon boost.
With each level you have to deal with more cells, but boost time also increases. Bonus chance does not, and is 5% per second.
Tools used:
Engine: Game Maker 8.0 Lite
Graphics: GM built-in sprite editor, Paint.NET
Materials used:
'Philosopher' font by Jovanny Lemonad
Everything else by HD408
30.04.2013
| Windows | https://dl.dropboxusercontent.com/u/75034586/LD72-26/Acelloids%20Proto.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12948 |
Ratings
| Coolness | 59% | 3 |
| Overall(Jam) | 2.54 | 484 |
| Audio(Jam) | 1.50 | 455 |
| Fun(Jam) | 2.40 | 434 |
| Graphics(Jam) | 2.97 | 330 |
| Humor(Jam) | 1.94 | 325 |
| Innovation(Jam) | 3.36 | 145 |
| Mood(Jam) | 2.41 | 433 |
| Theme(Jam) | 2.46 | 500 |
Interesting mechanics in any case =)
There's no story or meaning to that.
Never knew about the Damascus pattern. It was interesting to google that.
dalbinblue:
I thought about making an upgrade system, but that'd take more interface design time than I had. Maybe other power-ups would be better, but I didn't think about them.
Cosine:
Well, maybe it's a potato under a microscope, and it's inhabited with some bacteria. ...So actually it's not a potato anyway. More like a watermelon, as Pinkerator said.
TehSkull:
"There's also an emergency control for cells that are stuck out of the shooting range. Hold the middle point (NumPad5 or S) for 4 seconds (at full 50FPS) to change their direction slightly (30 degrees)." - that's from readme file and game description on this page. So, it IS a method of failure, not to read manual carefully!
Pinkerator:
No, you're not. It's actually the most obvious way to play this game.
And you've made me laugh - it actually looks like a close-up of a watermelon slice, albeit actually it is a fragment of sponge ("... Marmalade SPONGE Asteroids ...").
netmute:
Sorry, too, I don't make games for Mac.
Everyone else:
Thanks for your comments! If I didn't rate your games, it means that either I didn't have time for LD at all, or I couldn't launch them. I've got really old and slow machine here, so even Web entries are often slow and unplayable because of that.
Enjoyed the visuals!
Thanks. Probably the visuals are the best of this.
avidgamerNino:
That would be against rules, I can't modify the game now. There's no end of the game, and also - it's the actual concept behind it. It doesn't end, it just becomes slow, sooner or later, so player decides whether it is comfortable to continue. And at last, it becomes clearly unbeatable. I just don't want to put the limit. This game feels more "natural", such as it is now. As intended.
I think the proto would work better with a drawback for key bashing :
- If two shots = 1x cell spawn you will have to be efficient on each move.
- You can also put some non-target you have to avoid while shooting. ( 3 errors = game over )
- Or making the shots convert bad cells in good one but make the process reversible
The background art is very cool! How did you do it?
Congrats!
Right now this project has rather low priority.