AfterDark by AClockWorkLemon
Hi guys, here is my entry!
My second Ludum Dare ended up with me making this baby.
The theme was 'Enemies as weapons", which i played around with a bit. In this game, the "enemies" are the falling blocks, which kill you if they fall on you, and you use them as a "weapon" to climb higher, and earn more points.
More is explained in the in-game instructions.
I know it's easy to change the highscore, but don't go around bragging if you do.
All in all, i'm /REALLY/ happy with this, considering it's taken about 32h. I've got school in six hours, so i need to get some sleep. I might make a Jam entry with some nice ambient music off the interwebs tommorrow afternoon.
But for now, have fun, enjoy, and GOODNIGHT!
EDIT: I've added a timelapse. Also, about the sourcecode: the game was made in Game Maker 8, and i used some of the pro functions. to open it you'll need GM8, and to build it you'll need GM8Pro, or you will have to change those functions.
I have now added a post-compo version above. Please give it a go :D
New features:
-Music :)
-Replaced arrows with something slightly more obvious
-Some Neat gfx
-short invincibility after respawning
-credits
I haven't included source for the new version because of size, but if you want it give me a shout at info.clockworkgames (at) gmail.com
My second Ludum Dare ended up with me making this baby.
The theme was 'Enemies as weapons", which i played around with a bit. In this game, the "enemies" are the falling blocks, which kill you if they fall on you, and you use them as a "weapon" to climb higher, and earn more points.
More is explained in the in-game instructions.
I know it's easy to change the highscore, but don't go around bragging if you do.
All in all, i'm /REALLY/ happy with this, considering it's taken about 32h. I've got school in six hours, so i need to get some sleep. I might make a Jam entry with some nice ambient music off the interwebs tommorrow afternoon.
But for now, have fun, enjoy, and GOODNIGHT!
EDIT: I've added a timelapse. Also, about the sourcecode: the game was made in Game Maker 8, and i used some of the pro functions. to open it you'll need GM8, and to build it you'll need GM8Pro, or you will have to change those functions.
I have now added a post-compo version above. Please give it a go :D
New features:
-Music :)
-Replaced arrows with something slightly more obvious
-Some Neat gfx
-short invincibility after respawning
-credits
I haven't included source for the new version because of size, but if you want it give me a shout at info.clockworkgames (at) gmail.com
Ratings
| Coolness | 8% | 82 |
| Overall | 3.39 | 27 |
| Audio | 2.13 | 100 |
| Community | 3.83 | 23 |
| Fun | 3.17 | 48 |
| Graphics | 3.33 | 55 |
| Humor | 1.60 | 131 |
| Innovation | 3.83 | 12 |
| Theme | 2.83 | 121 |
It might be fun with some big blocks/towers falling down once in a while to change the terrain completely. Otherwise it's just kind of flat and a big tower in the center.
Also you should consider making the markers for where the new blocks fall a bit more visible. Maybe a beam all the way down?
After a short while I didn't think about the falling blocks as tools, but just obstacles. I always just move blocks from the solid ground to climb on. If the cool down was longer one might have to focus more on the falling blocks. Dunno though.
tigmarboss:
that, as a matter of fact, is my usual tactic as well. thing is, if you do that, there is less area to maneuver in, plus if you die, there is a chance you will spawn bak at the bottom of the screen. I will consider a fix for the new version
:D
Generally, the best idea is combination of the two: a tower about 4 bricks wide.
SonnyBone:
Thanks
someone:
I'm implementing a 3-second invincibility after spawning to correct that, as it happened to me quite a lot as well (it'll be in the post-compo edition)
That aside, this is a cracking entry! One of the most interesting I've played so far :D
I have implemented a light beakon in the post-compo version :D
I played it under wine and there are slowdowns.
Wine is renowned for screwing up GameMaker, im sorry. The teleport delay is designed to make you need to dodge more falling blocks, etc.
And yes, there is no sound in the compo version
I purposely kept most sound effects out, as i found them quite repetitive and irritating.
pekuja:
The post-compo version has music
stqn:
No, that is simply caused by the fact the more blocks there are, the slower it is. Pure common lag, unfortunately. If you are on linux, running the game under wine, the lag will be multiplied greatly, as wine is renowned for not being good at game maker