Loputon by pekuja
Your goal in Loputon is to survive as long as you can and score big combos. As long as there's less than one second between each enemy you kill, your combo counter will rise and you'll score big.
You can defeat the enemies by swinging your bat at them (X), or dashing at them (C). You can only dash once without landing, but whenever you hit an enemy with a dash, you can dash again, so keep chaining enemies to dash around infinitely. Both the bat swing and the dash can be directed with the arrow keys.
The green enemies die instantly, but will make enemies right next to them die due to the small explosion they make. Yellow enemies will fly far back when you hit them, hitting other enemies in the process. Red enemies will explode, killing all nearby enemies.
You can defeat the enemies by swinging your bat at them (X), or dashing at them (C). You can only dash once without landing, but whenever you hit an enemy with a dash, you can dash again, so keep chaining enemies to dash around infinitely. Both the bat swing and the dash can be directed with the arrow keys.
The green enemies die instantly, but will make enemies right next to them die due to the small explosion they make. Yellow enemies will fly far back when you hit them, hitting other enemies in the process. Red enemies will explode, killing all nearby enemies.
Ratings
| Coolness | 76% | 1 |
| Overall | 2.89 | 81 |
| Audio | 3.12 | 24 |
| Community | 3.33 | 48 |
| Fun | 3.18 | 44 |
| Graphics | 2.30 | 126 |
| Humor | 2.24 | 78 |
| Innovation | 2.79 | 110 |
| Theme | 3.07 | 102 |
The enemies' designs could be a bit better (see: Phanto, Super Mario Bros. 2).
There seems to be a bug where I somehow get stuck dashing into the top platform. Have a look into that.
I agree with has been said. The attack waves were a bit repetive, "from all angles, from all angles, from all angles + bottom". :P
I like the excessive score, it makes you feel good.
It would be nice if enemies had some inertia and didn't always move directly towards you, so that you could trick them easier, though it doesn't matter much since you can just dash right through them. I found myself most successful when I just mashed slash and dash as soon as there were any enemies near.
Lots of tiny collision issues. Also, after reading the comments, I completely ignored the bat and got a much higher score. Could definitely use a lot of polish.
The dash is quite satisfying to perform, especially in chains.
It would be nice to have a vertical scrolling so that the hero never goes out of view. Also I'm often hit by enemies at the end of a dash, not sure if it's just my fault for jumping into a bunch of them, or if for example a one second invincibility timer after each dash would be a welcome addition.
Still, some un and has some potential, but I'm not sure what exactly would make it work better.
The dash is not in fact infinite. You have to either hit an enemy with it or land on a platform to dash again. Of course if you keep hitting enemies you can keep dashing. I may consider limiting it more in a future version.
As for the bat, I agree, it's probably kinda useless compared to the dash. I came up with the bat first and it just stuck. You can however swing the bat in any eight directions, so it's not limited to horizontal attacks.
You can actually reach the top platform by dashing. It's quite intentional that you can access the bottom platforms with a basic jump, but require the dash to get to the top. I didn't really utilize this for anything though, other than that fruit occasionally appear there, but then they actually appear on the bottom more often because there's an equal chance of a fruit appearing in any of the five spots (two on the long platform, one on each of the shorter ones).
I also do agree that the enemy patterns get a bit boring, and the enemies always go directly toward the player so there's not a whole lot you can do to fool them or anything like that. I think for a future version I'll make most enemies dumb so that they just move in a single direction or just not towards the player at all in general, so it becomes more of a game of catching all the enemies for big score instead of defending yourself.
I'm happy to hear people like the excessive scoring, but I actually discovered that it's a bug (feature?). I'll probably remove the bug for the next version, but I'll try to deliberately amplify the range of scores you can get similar to the original version.
I had a bit of a bug with the Windows download version - at 1280x1024 the sides were cut off (I couldn't see my high scores for example).
@DrPetter: Thanks for the pointers. Indeed taking damage should have a clear indicator and invulnerability period. Also, yes, the dash ended up being far more useful than the regular attack. The game started life without the dash, and I added it later, but didn't think to remove the regular attack in time.
@sirGustav, @HybridMind: Yeah, the collision physics are pretty bad. I've already looked into it and I think I have pretty much solved it. I was trying to fight the Unity physics system, while still reaping some of its benefits... I should just either use it fully or use none of it.
@HybridMind: The damage taking unpredictability seems to be some of the same problem DrPetter was having. I don't think it should be too unexpected though. If an enemy touches you when you're not dashing, you will take damage. Actually now that I think of it, I think there may be a chance that you can take damage even when you're dashing. I should look into that.
@lurreluck: Thank you! <3 (^__^) <3
Thanks for all the comments. I should probably set myself some sort of time to work on a post-compo version. Haven't had the time yet what with rating everybody else's games, starting plans on a Tiny Hawk sequel, classes starting at university, and of course I have plenty of Starcraft 2 to play. You know how it is.