AVOIDAL by HybridMind
This game was created for the 18th Ludum Dare 48 hour game competition. The theme was "Enemies as Weapons". Development took 26 hours from August 20th-22nd, 2010.
DESCRIPTION:
You control a robot attempting to lure enemy seekers and spikes into mines before the mines explode. The difficulty ramps up as you destroy mines. You can build your chain multiplier for huge points. Chain resets when you take damage or let a mine explode. With each increase in difficulty there is a multiplier that will keep buffing your score.
PROTIP:
Send wall spikes into mines instead of using the seekers all the time--the base points are worth 5x as much!
NOTE:
AVOIDAL is a "mouse skills" type game so it was designed to be played with a mouse (or tablet perhaps.) It will be a lot harder to score well on a trackpad--sorry!
TOOLS USED:
Flash CS4 with ActionScript 3.0, Photoshop CS4, SFXR, Reason
FEEDBACK:
I really appreciate constructive feedback--especially about game balance and difficulty issues! I'll be using this feedback to release the post-compo final version.
Thanks so much for your time playing my game!
DESCRIPTION:
You control a robot attempting to lure enemy seekers and spikes into mines before the mines explode. The difficulty ramps up as you destroy mines. You can build your chain multiplier for huge points. Chain resets when you take damage or let a mine explode. With each increase in difficulty there is a multiplier that will keep buffing your score.
PROTIP:
Send wall spikes into mines instead of using the seekers all the time--the base points are worth 5x as much!
NOTE:
AVOIDAL is a "mouse skills" type game so it was designed to be played with a mouse (or tablet perhaps.) It will be a lot harder to score well on a trackpad--sorry!
TOOLS USED:
Flash CS4 with ActionScript 3.0, Photoshop CS4, SFXR, Reason
FEEDBACK:
I really appreciate constructive feedback--especially about game balance and difficulty issues! I'll be using this feedback to release the post-compo final version.
Thanks so much for your time playing my game!
| Web | http://avoidal.com/compo.html |
| Source | http://avoidal.com/avoidal-source.zip |
| Gameplay Trailer | http://www.youtube.com/watch?v=qH0AL9sNrro |
| Post-Compo Version | http://avoidal.com |
| Original URL | https://ludumdare.com/compo/ludum-dare-18/?action=preview&uid=234 |
Ratings
| Coolness | 30% | 3 |
| Overall | 3.62 | 14 |
| Audio | 3.22 | 18 |
| Community | 4.52 | 1 |
| Fun | 3.53 | 17 |
| Graphics | 3.65 | 24 |
| Humor | 2.48 | 64 |
| Innovation | 3.18 | 64 |
| Theme | 3.85 | 30 |
Need to be a bit slower, though, I was overwhelmed half the time! :)
Good work!
God /damn/ is it difficult, though.
I like the way the mines feel, by the way- what sort of behavior are they using? I will hazard a guess and say they move straight toward the robot at a velocity which increases with distance (and I'm guessing there's no acceleration?).
I like the "ouch" effects, by the way. Oh, and the tension of approaching a mine as it's getting ready to explode is fun.
Nice job, thanks for making this.
I was idly wondering, do you think it would work to have the robot swing in a fun swishy way instead of popping between angles as we move left and right? I could see little floppy legs being an awesome touch too :D.
Oh, and if you ever want feedback or help testing, I'd be happy to help. I'll be around the #ludumdare channel.
I wanted the robot to have more of a funny swing like you describe but the point at the compo in which I started coding that was like 1hr to go and I still had to do music so my brain wasn't working great at that point. I managed to get the simple angle leans but yeah I do want more. I'll put a note of that on my post-compo todo list.
I have made steps to address the difficulty now in the post-compo version if people want to try that after they've already played my compo version. Remember not to use the post-compo version for rating!
@recursor and Danik: thank you for trying it out--glad you enjoyed it!
Otherwise, it's highly polished aesthetically, and I see a lot of potential. Nice job!
I think it'd be cool if the seekers moved in a swarm instead of in a clump. Currently you can't even see how many seekers are following you.