crush. by oatsbarley
crush. is a game in which you have to try not to get crushed.
NOTES
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* There's only one "level," after you win you can restart the game, and it is sort of random, but there isn't a second level.
* You can bounce off things, just don't get trapped between them!
Controls
--------
WASD or arrow keys to move around,
Space/Return/clicking to advance prompts.
I've stuck the code up on github and you can get the background music (if you aren't sick of it) from soundcloud! I would have linked a timelapse but apparently the recorder screwed up.
NOTES
-----
* There's only one "level," after you win you can restart the game, and it is sort of random, but there isn't a second level.
* You can bounce off things, just don't get trapped between them!
Controls
--------
WASD or arrow keys to move around,
Space/Return/clicking to advance prompts.
I've stuck the code up on github and you can get the background music (if you aren't sick of it) from soundcloud! I would have linked a timelapse but apparently the recorder screwed up.
Ratings
| Coolness | 100% | 1 |
| Overall | 3.82 | 82 |
| Audio | 3.93 | 36 |
| Fun | 3.50 | 163 |
| Graphics | 3.56 | 245 |
| Humor | 2.21 | 567 |
| Innovation | 3.46 | 292 |
| Mood | 3.78 | 69 |
| Theme | 4.39 | 17 |
@GeorgeBroussard - I think I'll try to build on this, and maybe let players use their own music or something. I'll have to think about it!
@Perry - I actually synced up the music by basic arithmetic! It felt a bit cheaty, but since the music was 120bpm it turned out that each drone note lasted 8 seconds, so I just added a new wall every 8 seconds :D
@jhrrsn - The drone in the music *should* line up with the obstacles for at least the first 90 seconds or so, but then for me it all goes out of sync. If I wasn't relying on Flixel's sound and timer classes I could have probably overcome that, but I was too deep into it by the time I got round to trying to fix it!
Thanks again for your feedback, it's really useful.
@NiallM - if I'd had another day to work on it the difficulty curve would have definitely been one of my priorities, I totally agree that it's a bit slow to start.
It took me a while to see that I could bounce of walls, I was just avoiding the at first. All the better.
Also, it takes a long time before reaching something a bit challenging, then becomes quite hard suddenly. That's my only remark, so well done!
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18057
At the end of the 1st level I was not sure if I finished the game and redoing it or if I started level 2. Maybe some more non ambiguous feedback would help.
Good overall, thanks for the game !
@ataxkt, @scorder - I really wish I'd done a better job with the pacing, and I'll be looking at that in future. Totally agree with what both you guys said.
@Lythom - it's interesting that you've said that it's more arty than gamey. I'd hoped that it was going to be fun first and foremost, but I did spend a lot of time on the polish. It is definitely very zen at times!
@cahman - Yeah, I think I have a bit of tweaking to do with the controls and collisions.
Thanks again, everyone.
Also I just wanted to note here for the sake of transparency that I've just now changed the page the web version is embedded in so that it has a black background and the embed is centered. I haven't actually modified the game at all though.
@Julian - by analog control scheme do you mean literally an analog controller? Sorry if I'm being an idiot!
the visual style is incredibly smooth and is simply a delight to look at
well done :D