We Need Potato by pl0xz0rz

[raw]
made by pl0xz0rz for LD26 (COMPO)
I present my second Ludum Dare entry, We Need Potato.

I created the game in HTML5 without using third party libraries that weren't part of standard HTML.

The game refuses to run in Internet Explorer, I'll try to fix it.

About the multiple collision damage - wall impact damage depends on the velocity of impact, while dark orbs deal a fixed 6 damage each.

Also, you lose 1 hitpoint each 1.5 seconds.

The game is a mouse avoider, in which you have to avoid collecting items, that help you, while giving you points, that are bad for you.

Instructions: Mouse only, follow the ingame tutorial.

Edit: I forgot to replace the mute button. I don't think this would disqualify me, as it's a minor thing.

Edit: There are three levels now and two endings. The last level and the two endings were made in the compo 48 hours, however the path to them got broken when uploading to Dropbox, and I forgot to check the Dropbox version too.

Ratings

Coolness 33% 1659
Overall 2.45 1197
Audio 1.90 969
Fun 1.77 1300
Graphics 2.26 1126
Innovation 2.55 958
Mood 1.94 1213
Theme 2.59 1250

Feedback

Yacodo
29. Apr 2013 · 10:25 UTC
Didn't understand if I got the control right, but it seem to be really slow to change direction. Also, look like the collision (-HP) take effect multiple time at once.
Gama11
29. Apr 2013 · 17:11 UTC
The controls aren't even nearly responsive enough for you to be able to avoid obstacles and enemy bullets, which kinda ruins it. Also, I don't really like the idea of losing HP over time.
rwos
30. Apr 2013 · 18:34 UTC
I liked the unusual controls/movement, especially the fact that one can bounce against the walls. Though, as the other commenters have said, a little stronger influence of the mouse position would have been great. I also find the connection to the theme rather weak. But other than that, good work!
sythe
30. Apr 2013 · 21:20 UTC
Floaty controls make it oddly difficult.
Grouflon
01. May 2013 · 19:28 UTC
I've got to admit the game is very hard to control and is very punitive... Touch two walls = you're dead. I did'nt have much pleasure to play it... Sorry about that.
MaxSzlagor
01. May 2013 · 19:29 UTC
Interesting idea that could benefit from more forgiving mechanics. Some possible suggestions: call out health more clearly, remove loss of health from moving around, make it easier to find a weapon (I couldn't find it anywhere in the 2nd level so I had no way to recover health). Also, the tutorial screens are jarring and I died several times immediately after the one that introduced me to the purple enemies because I was disoriented when going back to the game. Thank you for sharing!
mrexcessive
01. May 2013 · 20:09 UTC
Like the fairy animation, almost like the click movement. Didn't like the speed, bit fast for me personally, not much time for thinking when flying towards lightning rune.
Pixelfan Games
01. May 2013 · 20:18 UTC
I dont like the controls so strange :/
henrykun
01. May 2013 · 20:21 UTC
I like the idea but it's a bit hard to control. I love the character's effect, it looks nice.
cahman
01. May 2013 · 22:34 UTC
The game looks pretty slick, but I agree with the other comments. The controls make the game unnecessarily difficult.
patrikspengler
03. May 2013 · 18:18 UTC
Controls were quite hard but this game is actually very unique. Despite the controls, it's a nice game.
Cosmologicon
10. May 2013 · 21:15 UTC
Agreed, it's really unforgiving and hard to control....
f7f5
18. May 2013 · 19:38 UTC
Man, I though my game was hard! :) I actually like the base idea, i just couldn't get the hang of it, sorry.
Puccini
19. May 2013 · 02:06 UTC
I don't like the controls and it's very hard.