{"author_link":"\/author\/mrpiglet\/","author_name":"Jonathan Whiting","author_uid":"527","comments":[{"author_name":"superflat","author_uid":"849","time":"Dec 20, 2010 @ 11:22am","epoch":1292843820,"text":"So I realised I totally saw you at CB2, but wasn't sure it was you, until now!  Anyway, must say hello next time, will you be about for TIGjam?\r<br\/>\r<br\/>Excellent job, this is really interesting.  I think with more work on the physics it could be really tight.  I like the idea of using a fork-lift type attachment, and I'd love to see more done with it.\r<br\/>\r<br\/>Very nice and polished for the timeframe."},{"author_name":"Jonathan Whiting","author_uid":"527","time":"Dec 20, 2010 @ 12:06pm","epoch":1292846460,"text":"Yeah, sorry, I think I was full on head-down busy at work whilst you were there or I'd have said hi properly.  I've got my ticked booked for tigjam, so yes, will be in Cambridge again then.  Cheers!"},{"author_name":"increpare","author_uid":"492","time":"Dec 20, 2010 @ 6:26pm","epoch":1292869260,"text":"Played through it there.  I realized once I had the yellow and red blocks to hand (there's a room with the two side by side) that I was some form of god ;)\r<br\/>\r<br\/>Controls were ok, but picking stuff up was awkward.\r<br\/>\r<br\/>I did feel a bit weird about having to replay so much of the same every time that I died (and there didn't seem to be a convenient way to avoid death on some sections, though maybe I didn't notice some stuff).\r<br\/>\r<br\/>Anyway, cool - I'm happy to have played it :)"},{"author_name":"stevejohnson","author_uid":"3120","time":"Dec 21, 2010 @ 3:40am","epoch":1292902500,"text":"I didn't make it through, but I like the moodiness. Suffers a little from &quot;a thousand twisty passages, all alike&quot; syndrome."},{"author_name":"wizbane","author_uid":"3261","time":"Dec 21, 2010 @ 5:05am","epoch":1292907600,"text":"Pretty cool idea, the audio + visuals set a nice mood, but its hard to keep track of where you are in the level. I wasn't able to finish it. It would be nice to have a meter for your power too."},{"author_name":"dock","author_uid":"472","time":"Dec 21, 2010 @ 1:18pm","epoch":1292937180,"text":"Really excellent! It's almost too much fun to mess around with combining objects, I often died because I forgot to pay attention to my power level when digging deep into the walls. In fact, I enjoyed playing more than paying attention to your level design! Awesome atmosphere, reminds me of some of the bleak eighties robot games."},{"author_name":"Sos","author_uid":"1405","time":"Dec 21, 2010 @ 7:06pm","epoch":1292958060,"text":"Am I a plug?"},{"author_name":"plams","author_uid":"3099","time":"Dec 21, 2010 @ 9:06pm","epoch":1292965260,"text":"Pretty fun. The graphics is reminiscent of those c64 games where you have no idea what it's supposed to look like, but it looks cool :) Moody indeed."},{"author_name":"refrag","author_uid":"1277","time":"Dec 21, 2010 @ 9:37pm","epoch":1292967120,"text":"Very nice. I really enjoyed playing this. Great work!"},{"author_name":"ranklar","author_uid":"3268","time":"Dec 22, 2010 @ 5:36am","epoch":1292995860,"text":"The first level was great, but the second level was just too big.  I got lost and could not figure out where to go after a while.  Controlling the scale would have helped increase the longevity of the fun factor.  Nice game, I liked it, just a bit of a scale issues past the first level.  Needless to say I was not able to finish."},{"author_name":"Endurion","author_uid":"103","time":"Dec 22, 2010 @ 8:04am","epoch":1293004740,"text":"Nifty idea, physics are solid.\r<br\/>I got lost in the second level as well, there's a bit too much to do after that first tutorial level. Also, I didn't see no hint of my power level and suddenly stopped.\r<br\/>Love the simple yet intriguing pixelry."},{"author_name":"alexlarioza","author_uid":"3079","time":"Dec 22, 2010 @ 7:30pm","epoch":1293045900,"text":"I enjoyed the visuals on this one but the game play felt a bit lacking. I liked the combining canisters for effects though."},{"author_name":"jonbro","author_uid":"1187","time":"Dec 23, 2010 @ 12:41am","epoch":1293064560,"text":"I had difficulty with the scale of the second level. Either a mini map or some type of signage would have been nice. I suppose I could have busted out the graph paper though. I really think that it fit the theme and had a good tension with the battery running out though."},{"author_name":"jolle","author_uid":"9","time":"Dec 23, 2010 @ 9:16pm","epoch":1293138660,"text":"This is a pretty cool game. I don't see the point of 'the keeping the robot thing powered' part, it felt more like a distraction. When the game opened up a bit, I easily got lost."},{"author_name":"dertom","author_uid":"479","time":"Dec 24, 2010 @ 2:49pm","epoch":1293201840,"text":"Wow,...cool game! Liked it very much!"},{"author_name":"thristhart","author_uid":"3164","time":"Dec 24, 2010 @ 2:55pm","epoch":1293202200,"text":"Interesting. I had no issues keeping the robot alive - at points it almost seemed like I had too many stations easily available. Didn't get lost either. Was a lot of short fun."},{"author_name":"Tom 7","author_uid":"1984","time":"Dec 26, 2010 @ 4:28am","epoch":1293337380,"text":"Good game! Though it was at it essence about collecting rods to bomb walls repeatedly, since I was able to move quickly and there was sufficient variety in the way the rooms were decorated and arranged, I enjoyed playing through it. I didn't really make much use of the batteries or gravity-reversal. The music and sound were great for the atmosphere."},{"author_name":"Benjamin","author_uid":"2952","time":"Dec 28, 2010 @ 11:07pm","epoch":1293577320,"text":"Excellent game, I like the way you made all room look unique with few design elements."}],"images":["ld19\/527-a3ad3d6da1304cb508d7e65282929d8e.jpg"],"links":[{"url":"http:\/\/jonathanwhiting.com\/ld\/19\/husk.html","text":"Web"},{"url":"http:\/\/jonathanwhiting.com\/ld\/19\/postcompo.html","text":"Post Competition"},{"url":"http:\/\/jonathanwhiting.com\/ld\/19\/husksource.zip","text":"Source"}],"metadata":{"g_key":"33502","g_author":"527","g_event":"LD19","g_eventkey":"5","g_subevent":"COMPO","g_urlkey":"33532","g_title":"Husk","g_status":"UCHK1","g_place":"45","g_commentcount":"18","g_site2_node_id":"0","g_hide":"N","g_has_icon":"Y","g_rqueue":"0","g_random":"0"},"nds":[],"node":null,"orig_images":["http:\/\/ludumdare.com\/compo\/wp-content\/compo2\/\/33232\/527-shot0.png-eq-900-500.jpg"],"text":"A moody (well slightly moody, say.. a kid who dropped his icecream but will probably be bought another one) anti-platformer.  It has physicsy items and more rooms and secrets than anyone is likely to bother to see.  It also has an ending, so try and complete it! :)\r\n\r\nWritten in flex (flash) from custom, fairly lightweight, basecode.  The physics bits were the biggest pain in the bum as I wrote them from scratch, and they're still not perfect, ah well..\r\n\r\nControls are arrows (or wsad) and space.\r\n\r\nEDIT: I've made a few improvements and stuck them in a post-compo build.  Most notably there's a bit of a map so navigating isn't quite as difficult.  If you want the better experience play the post version, if you want the true reflection of what I manged in the weekend play the pre-version. :)<\/p>","title":"Husk"}