Deadly Robot Spree by PapyPilgrim
EDIT
some clarifications:
- You can (and probably should) walljump
- The little red things are mines. Destroying them will grant you some points. Beware the explosion
- No healthbar : The more red your square is, the more in trouble you are
Soooo this is my first LD48 attempt, but also my very first game! I wanted to make some games for a long time, but I have always been too lazy to do so. Until now. Also, I decided to try a new language for the occasion. You might notice that the title of the window is "hello world" :)
I used Flixel as a game engine, bfxr.net for sounds assets, and http://videogamena.me/ to find a name.
My original design was :
- a survival game, based on scoring and combo
- PLENTY of ennemies
- melee fighting
- grabbing and juggling with enemies
- "wall jump" on knocked-up enemies
I quickly came with mouvements controls that I found really cool. I had enemies moving around (wall jumping and climbing) shortly after.
The I tried to implements combat mechanics. I intended to use the mouse for jungling with enemies and dashing toward them, but I forgot that you couldn't right clic with flash. And that mac users also cannot.
So I spend almost the entire first day trying to come with keyboard controls that felt right, but I couldn't. Shortly after midnight I gave up and changed my design to make it a shooting game. I had it working by the time I went to bed.
I spend the second day adding different type of enemies, levels, scoring mechanism, sounds, a few visual effects (mostly to give feedback to the player), and a proper debug mode. I spend some time tweaking difficulty, and ended up with far less enemies than before (max is 5/6 right now)
I felt the game was finished almost 5 hours before the deadline, and even though I could have easily add sprites, a level editor and maybe an enemy editor, I was just too lazy to do so :)
For those of you who want to play with the debug mode, you can enable it by pressing SHIFT in the instruction screen. When debug mode is active, you can choose wich level you want to play by pressing 1-5 from this screen.
Enemies won't automaticly spawn in debug mode.
As it is my first game ever, I would love to get feedbacks from you guys. Also, don't forget to post your score!
some clarifications:
- You can (and probably should) walljump
- The little red things are mines. Destroying them will grant you some points. Beware the explosion
- No healthbar : The more red your square is, the more in trouble you are
Soooo this is my first LD48 attempt, but also my very first game! I wanted to make some games for a long time, but I have always been too lazy to do so. Until now. Also, I decided to try a new language for the occasion. You might notice that the title of the window is "hello world" :)
I used Flixel as a game engine, bfxr.net for sounds assets, and http://videogamena.me/ to find a name.
My original design was :
- a survival game, based on scoring and combo
- PLENTY of ennemies
- melee fighting
- grabbing and juggling with enemies
- "wall jump" on knocked-up enemies
I quickly came with mouvements controls that I found really cool. I had enemies moving around (wall jumping and climbing) shortly after.
The I tried to implements combat mechanics. I intended to use the mouse for jungling with enemies and dashing toward them, but I forgot that you couldn't right clic with flash. And that mac users also cannot.
So I spend almost the entire first day trying to come with keyboard controls that felt right, but I couldn't. Shortly after midnight I gave up and changed my design to make it a shooting game. I had it working by the time I went to bed.
I spend the second day adding different type of enemies, levels, scoring mechanism, sounds, a few visual effects (mostly to give feedback to the player), and a proper debug mode. I spend some time tweaking difficulty, and ended up with far less enemies than before (max is 5/6 right now)
I felt the game was finished almost 5 hours before the deadline, and even though I could have easily add sprites, a level editor and maybe an enemy editor, I was just too lazy to do so :)
For those of you who want to play with the debug mode, you can enable it by pressing SHIFT in the instruction screen. When debug mode is active, you can choose wich level you want to play by pressing 1-5 from this screen.
Enemies won't automaticly spawn in debug mode.
As it is my first game ever, I would love to get feedbacks from you guys. Also, don't forget to post your score!
Ratings
| Coolness | 33% | 398 |
| Overall | 2.59 | 395 |
| Audio | 1.87 | 443 |
| Community | 1.50 | 688 |
| Fun | 3.24 | 59 |
| Graphics | 1.65 | 653 |
| Humor | 1.33 | 545 |
| Innovation | 2.18 | 437 |
| Mood | 1.80 | 529 |
| Theme | 1.53 | 681 |
First of all congratulations on your first LD48 attempt. It was my first attempt as well. I wrote down some first impressions as I played your game and I'm just going to give them verbatim.
It's good that enemies wall jump to show the player that they can do that as well. I think introducing this earlier, or forcing the player to do it in order to complete some obstacle could have worked even better. Teaching with gameplay is always better.
I like that when you die you still get to try the other levels. Especially for a competition like this where we want to see as much of your content but may not have time to play the entire game.
I think it could benefit from dynamic difficulty, if you are finding it very easy, increase their health,
their fire rate, their spawn time. And if its getting too hard modulate it a bit. If one enemy seems to always beat the player, control how often they spawn.
Also let the enemies spawn from less predictable positions.
I always knew where they were coming from so there was little strategy involved.
Oh and the little red things, I thought they were mines, I still dont know whether to shoot them or collect them.
All in all a fine job, especially for a first attempt, I played the entire game and I look forward to playing your future Ludum Dare entries. Possibly with sprites.
That said Alphaland is a pretty great game and it uses similar graphics.
Cheers mate
Canyon
Greate game! Very entertaining!
I love that you keep the gfx simple and don't focus too much on gfx, escpecially since this is your first game AND an entry to LD48. :-)
I agree on all Canyons points posted above. So I won't repeat them.
Just want you to know that I do look forward to seeing more work made from you! Not only in contests like these :-)
Great work mate! Good luck in the contest!
Cheers,
TheNamelssOne
I'm glad you started Daring. Flixel has quite a bit of power as you get more comfortable with it, and I look forward to seeing your future efforts. :)