Dropblocks by Doctor Broccoli
Are you ready to journey through BULLET HELL!?
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Controls & instructions:
WASD : Move around
Spacebar : Destroy blocks (You need ammo to do this.)
Escape : Kill yourself (Use this when you make the mistake of locking yourself in somewhere)
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Blue blocks: These are anchor blocks that keep the level afloat. When a block is no longer attached to an anchor, it will break loose and fall. Anchors cannot be destroyed.
Green blocks: Turrets, these fire bullets that hurt you.
Yellow pickups: Ammo, you need this to destroy blocks.
Red pickups: Will grant you 3 extra seconds.
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- The goal of the game is to destroy as much of the level as possible. You do this by slicing chunks off of the level. The game is over when you run out of time or life.
- Work fast! You get a score multiplier that slowly ticks down, so points you earn in the beginning of the game are worth more than the points you earn at the end of the game.
- Conserve your ammo! You'll lose points if you spend your ammo carelessly.
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EDIT:
It looks like the game doesn't work properly for some people. I think I forgot to include one of the DLL's neccesary to run the game. That should be fixed now (hopefully).
---
Controls & instructions:
WASD : Move around
Spacebar : Destroy blocks (You need ammo to do this.)
Escape : Kill yourself (Use this when you make the mistake of locking yourself in somewhere)
---
Blue blocks: These are anchor blocks that keep the level afloat. When a block is no longer attached to an anchor, it will break loose and fall. Anchors cannot be destroyed.
Green blocks: Turrets, these fire bullets that hurt you.
Yellow pickups: Ammo, you need this to destroy blocks.
Red pickups: Will grant you 3 extra seconds.
---
- The goal of the game is to destroy as much of the level as possible. You do this by slicing chunks off of the level. The game is over when you run out of time or life.
- Work fast! You get a score multiplier that slowly ticks down, so points you earn in the beginning of the game are worth more than the points you earn at the end of the game.
- Conserve your ammo! You'll lose points if you spend your ammo carelessly.
---
EDIT:
It looks like the game doesn't work properly for some people. I think I forgot to include one of the DLL's neccesary to run the game. That should be fixed now (hopefully).
Ratings
| Coolness | 84% | 2 |
| Overall(Jam) | 3.06 | 295 |
| Audio(Jam) | 1.94 | 422 |
| Fun(Jam) | 2.98 | 245 |
| Graphics(Jam) | 3.71 | 140 |
| Humor(Jam) | 1.80 | 362 |
| Innovation(Jam) | 3.23 | 191 |
| Mood(Jam) | 2.83 | 301 |
| Theme(Jam) | 3.23 | 279 |
Windows 7 32-bit: When I run the EXE I get a white window saying SDL_app. Then a popup that says LD26.exe has stopped working. It allowed me to click "Debug" after which MSVC opened saying "Unhandled exception at 0x00000000 in LD26.exe: 0xC0000005: Access violation." The assembly line it crashed on was "011B711F push dword ptr [esi]". Hopefully something there is helpful...
The graphics are beautiful, I really really like the lighting and all that stuff that is going on by the same time. It's a bit hard to avoid bullets if you want to move fast, but that's probably intended :) All in all I really enjoyed this and didn't delete it right away before writing this. I'll definitely play this again to see if I can raise my score :)
it seemed like a very nice gam :(
This quite lovely. Nice work!
Jolle: Yeah, the scoring's a bit *boop*ed. In hindsight I would've gotten rid of the ammo usage penalty altogether (either that or get rid of ammo.) The balancing between the different ways in which you can score points is a bit off, too.
I opted not to give the player a minimap for several reasons: One, I wanted the player to look at the main screen most of the time, not at some map in the corner of the screen. Two, I wanted the player to actually make the choice between planning ahead (which will cost you a couple seconds) or rushing into things (which might make you run into a dead end.)
AestheticGamer: Imagine the anchors as pillars on which the entire world rests. When a block is no longer connected to a pillar, it will collapse.
Rialgar: Originally this would've been a puzzle game that worked with exactly that concept. I chose not to do that, mostly because I didn't have the time to design levels.
I would still like to make that game though...
Alcazar: Thanks! But it's just guy, singular.
The gameplay itself was a bit obtuse at first and I got stuck once (thanks for the esc button!) but after a bit it was quite enjoyable. Good job :)
- Window title is "SDL_app"! Easy fix.
- No sound. Sound would be intense.
- Ah, movement is not by tile.
- I like this.
- Hard to see the path of bullets due to the tracer.
- Total score: 1058. Another round.
- Bullet hell!
- Crap. I trapped myself. Total: 1306. Somehow.
- Alright, let's try to cut off entire sections.
- 674. Not doing so well.
- 1820!
- The background is cool. I like it.
- 4714! Woo!
Things I would change:
- Add some sounds. Especially some kind of tense sound when the time is running out.
- Remove or change the bullet tracer effect.
Here is what I`d like to see:
* A tutorial. Most people read instructions only when they understand they can`t play. It seems that the map is 2D, so it takes a while to understand how exactly blocks link.
* Jumping. I can destroy just one block and fail the game. Once I cut off a large piece of the map, but didn`t notice one anchor, and couldn`t return.
* Health pickup maybe.
* A minimap, or larger field of view. Not very important, but anyway.