Frickin' Laser Beams by uncade

[raw]
made by uncade for LD21 (JAM)
This is a platformer where you must avoid the the ever present danger of laser beams. Get to the energy shields to protect yourself, so you may somehow escape.

WSAD or Arrow Keys to move.

Ratings

Coolness 3% 183
Overall(Jam) 3.19 20
Audio(Jam) 3.19 19
Community 2.69 204
Fun(Jam) 2.91 21
Graphics(Jam) 3.41 24
Humor(Jam) 2.00 43
Innovation(Jam) 3.25 14
Theme(Jam) 3.00 34

Feedback

RadicalEd
22. Aug 2011 · 17:59 UTC
Great job, man! I really like this stylish graphic and the sound is nice enough. I wish you luck - keep on going!
vintersphrost
22. Aug 2011 · 18:37 UTC
grrreat! reminds me kind of d-generation!
Klare
22. Aug 2011 · 19:55 UTC
This is wicked. I hope you make more levels, cause I love it!
johnfn
23. Aug 2011 · 05:02 UTC
Nice work. The graphics are well done and you have the distinction of being the first entry I've played to have decent sound. The game itself is good, and I like that the mechanics are somewhat forgiving - I don't die without at least a 1 second exposure to the frickin' beams. That was well thought out.
Spaceoff
23. Aug 2011 · 09:02 UTC
Niice, this was addicting and pretty well balanced. Great level design too.
Monastery
23. Aug 2011 · 14:59 UTC
nice style and music, but i'm kinda too stupid for the controls... :(
Angrycrow
24. Aug 2011 · 09:58 UTC
Very sharp game. Walking under iso view is cool! Cheers on using unity!
bmfs
24. Aug 2011 · 19:44 UTC
Like the game, and the concept, but those controls are just weird for me :P Good job!
nickd3000
24. Aug 2011 · 22:46 UTC
Nice and smooth, good graphical style and cool idea. well done!
demonpants
25. Aug 2011 · 02:14 UTC
I thought it was pretty fun, but honestly I found the controls really difficult, and I'm not sure why. He just wouldn't walk exactly where I wanted him to, so I felt the difficulty was entirely within getting him to do what I want and not within fast-twitchyness like it should have been. Seriously, though, great job overall. I just didn't understand the choice of control scheme.
pekuja
26. Aug 2011 · 17:22 UTC
The isometric camera makes it really hard to imagine the play space in your head. The screenshot above exemplifies that pretty well. It might seem like in that situation the player could walk to the left and end up on the platform below, but he would actually fall off the world. In that particular level it's not really a problem, but it becomes a major issue later. I think using a regular perspective camera on this might actually help the player understand the spatial relationships between platforms. Also the isometric directional controls get pretty confusing.
summaky
26. Aug 2011 · 19:27 UTC
I had some difficulty with the controls. I had to keep checking which key moved to where. I guess this is the perspective view...

Nonetheless, I did have a lot of fun!
angrygeometry
29. Aug 2011 · 01:53 UTC
if there's one thing ludum dare has taught me, its that i need to learn unity. very nice game.
Rudy
29. Aug 2011 · 14:07 UTC
Nice art and music. Lasers mechanic is interesting. Isometry could use polish. Controls are very awkward due to them corresponding to isometric dimensions. This isn't central to theme though being a timed puzzle game.