Danger! Take. by ExciteMike

[raw]
made by ExciteMike for LD20 (COMPO)
Use the arrow keys. Kill all the enemies to continue to the next room.

One of my less complete LD games, but I think it shows some promise?

Ratings

Coolness 6% 103
Overall 3.12 105
Audio 1.36 258
Community 2.86 116
Fun 2.91 130
Graphics 3.18 101
Humor 2.41 154
Innovation 3.45 58
Theme 3.73 19

Feedback

Cybs
02. May 2011 · 14:51 UTC
I like the idea. I couldn't really use the mechanic though because of the group controlling. Maybe it would be better used if you could select a green blob to control and stop controlling
Tût-tûûût
02. May 2011 · 20:57 UTC
I like the idea too. And the blobs are cute. :)
However, controlling the whole group with only arrow keys makes the game a bit too difficult. Maybe only an instruction "stop one blob here" would be sufficient.
ladron
02. May 2011 · 21:34 UTC
I really like the idea. It got a bit hard on the level with a bunch of enemies, but I didn't think it was unfair - mainly because there was no penalty for death.
Zemmi
03. May 2011 · 07:09 UTC
As mentioned by others: blob is awesome. As not mentioned: wallpaper is pretty cool too. Cool concept, but I never needed to use the shield. If you had to use one at a time and had a limit to how many would spawn, I believe a lot more strategy would come out of it. Cool idea, I would like to see it taken further.
Winterblood
04. May 2011 · 13:38 UTC
I'd like to have parked a blob with a shield in position while another blob went for the sword. Nice puzzle mechanic though, felt very polished.
lingmops
04. May 2011 · 17:53 UTC
Great fun! Interesting idea. A little rough, but that's 48 hours for you, might be worth expanding the concept.
DeanoC
05. May 2011 · 08:54 UTC
The group mechanic didn't really work well, and I played basically solo, however it was fun like this so didn't really affect things to just ignore the other blobs.
TellusE
05. May 2011 · 15:46 UTC
The implemented mechanics obviously show promise for a number of clone-based puzzles. As an alternative to the other suggestions for control, retain the fact that you cannot control a specific individual. Perhaps, instead, let all new copies do the *exact* movements the first clone does, so each room becomes question of finding the right "choreography" to attain the necessary items and perform the necessary objectives with them.
superflat
05. May 2011 · 16:05 UTC
Very cool idea man. I wonder if it can be taken further and made 'neater' in some way. I dunno if it's the right suggestion, but did you consider having a limited number of greens, so that each level becomes more of a classic puzzle (where each green is placed for a purpose?) As it stands, it's too easy to play solo right now, but there's the seed of something really interesting here.
Dark Acre Jack
05. May 2011 · 19:34 UTC
Swarms are all the rage this season! Nice work implementing one.

I can see the potential for sure, more development might make this mechanism shine.
Benn
06. May 2011 · 15:32 UTC
Short, but enjoyable :) I agree with Zemmi about not needing to use the shield though.
Tom 7
21. May 2011 · 17:49 UTC
Cute twist, though I think it's scooped by Too Many Plumbers, and I didn't feel like it ever affected the gameplay here (I never used the shields and usually ignored all of the blobs except for one of them). Good job making fascimiles of Zelda graphics without actually reusing them -- I actually thought those wall tiles are straight from the game, but it seems that they are not.
increpare
22. May 2011 · 02:15 UTC
nice! (though the multiple players never came in that handy from what I could tell, more an easy-going respawn mechanic from my pov :) ).
erik
22. May 2011 · 23:38 UTC
Clever take on the theme. The mechanic is neat, though hard to take advantage of. With some more work, you could probably put in some clever puzzles.
haqu
23. May 2011 · 17:11 UTC
nice game. beautifully follows competition theme, and idea is really smart.
Switchbreak
23. May 2011 · 23:16 UTC
Really interesting idea with the multiple guys, but I couldn't find any way to use it in the game. Some of the later levels felt pretty clever in how they were set up.