Rock 'n' Slash by BlackBulletIV
Rock 'n' Slash is an arcade where your goal is to stay alive and increase your score by killing enemies with your gun and sword.
I'd say the man-hours invested in development is somewhere around 19 to 21.
Note: To get the source code submitted to Ludum Dare, go to the tags section in the GitHub repository and download ludum-dare.zip.
I'd say the man-hours invested in development is somewhere around 19 to 21.
Note: To get the source code submitted to Ludum Dare, go to the tags section in the GitHub repository and download ludum-dare.zip.
Ratings
| Coolness | 79% | 2 |
| Overall | 2.73 | 583 |
| Audio | 2.72 | 336 |
| Fun | 2.82 | 427 |
| Graphics | 3.25 | 265 |
| Humor | 2.08 | 516 |
| Innovation | 1.98 | 830 |
| Mood | 2.54 | 529 |
| Theme | 2.93 | 493 |
Some say it's too hard, some say it's too easy. Might need a steeper difficulty curve, or different difficulty levels.
so there wasn't much to screw up to begin with - but this is a solid little hacky survival game , well done
Thanks. I assume you mean there weren't enough enemies right? That's definitely a problem. I think I made the game too easy in the earlier stages as a reaction to my habit of making games far too hard.
shattenkind.net:
Indeed, although it would be a little squished on the keyboard. As you would expect, a lot of factors prevented that from happening in the time frame.
I slowed the shooting down to balance things out and to give melee more prominence. If it was semi-automatic then you'd just be taking enemies down everywhere. But perhaps I could then just add more enemies and let melee take a back seat; I don't know. Difficulty is a tough thing to get right.
You're right. I realised that after a while, and its fixed in the version I'm working with right now.
I found it to be quite addictive.