Abandoned by Noel
You're alone on a space station. An Abandoned space station. With no where to go.
Use the Arrow Keys + X to play.
(Or alternatively WASD + IJKL)
UPDATE 1: Uploaded a new source, with cleaned up and properly commented code.
Use the Arrow Keys + X to play.
(Or alternatively WASD + IJKL)
UPDATE 1: Uploaded a new source, with cleaned up and properly commented code.
Ratings
| Coolness | 46% | 262 |
| Overall | 4.16 | 2 |
| Audio | 3.00 | 118 |
| Community | 3.18 | 100 |
| Fun | 3.89 | 3 |
| Graphics | 4.26 | 7 |
| Humor | 2.03 | 263 |
| Innovation | 4.13 | 12 |
| Mood | 3.47 | 57 |
| Theme | 3.46 | 101 |
Definitely agree it could use some more mechanics to make it interesting. I plan to continue work with this game, so I'll definitely be adding more than just the crates/lasers later on.
the story/connection to the theme was kind of unsatisfying to me, though. =\ not saying it wasn't there, but the game just didn't make me feel 'alone' or even 'abandoned'.
Sfx were ok... they did the job basically! :) - but no music. This would have also helped setting the right mood. Really, just one simple, sad loop would have improved the experience a lot (although I cheated a bit playing adequate music of mine on background haha :P)
Overall, neat experience, specially considering Ludum Dare conditions - also, fantastic polishing! :)
@Wgemigh: I definitely think the controls need to be a bit more obvious for sure. In my eventual post-ludum dare version, I'll work on that. I'm not sure how to make them more obvious, but maybe explaining them in-game a bit better would help.
@ncannasse:
Hmm, looking through my code I realize why that happens, and I've fixed it now (not in the Ludum Dare version though). Thanks!
I think I'll also add a restart button in strange situations like this, in case someone ever gets stuck again.
Cheers!
After the initial ah-ha of the core mechanic there wasn't much else compelling going on for the rest of the game. It was just more of the same.
I think just adding some animation to the player, where he aims up, might be enough to make it clear to the player that they can shoot upward. Adding visual cues like that might be a better way to show the player's capabilities than more tutorial text.
Good Work!
I'm commenting in regards to the version you initially submitted, because I noticed that you added more levels after the submission window.
Actually, no. I have not submitted a new version since the submission deadline. I had several versions floating around the internet though, which you may have gotten instead of the most up-to-date one.
Thanks for the feedback everyone! I'm taking all the suggestions and constructive criticism and putting them into the new version that I'm working on :)
PS You can throw crates forward?? I played the whole game without figuring that out!