Flinger by Switchbreak
Fly your ship around the enemies to fling them at each other. Made with Flixel.
| Web | http://switchbreak.net/blog/?page_id=147 |
| Source | http://switchbreak.net/FlingerTest/Flinger-Source.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-18/?action=preview&uid=2645 |
Ratings
| Coolness | 9% | 72 |
| Overall | 3.16 | 51 |
| Audio | 2.25 | 88 |
| Community | 2.11 | 126 |
| Fun | 2.88 | 65 |
| Graphics | 2.96 | 78 |
| Humor | 1.40 | 147 |
| Innovation | 4.21 | 1 |
| Theme | 4.24 | 5 |
5 stars for innovation with respect to how the ship is formed and the way that you fling everything in
if this had powerups then you'd get 5 stars for fun, seeing as it doesn't, you don't, also it's kinda tricky to play strategically but simple enough to play without thinking much
good job with the theme, you did an interesting take on it (i did the ol' faithful pick-up-and-throw)
graphics are 5 stars, they work so flippin' well
now, audio... there's too much silence and not enough variance, but what's there works... that click is irritating though, but i'm not going to mark you down for it
haven't spotted any attempts at humour so N/A for that
overall... if you're familiar with Allegro and can code in C then you should hurry up and port it because this is the exact type of game that'd be just so appropriate done with Allegro
community effort is kinda bad (i just check journals as i can't really stay in touch) though i like how you posted a sketch so this gets you more than 1 star, i wonder how much effort you put into this as if you weren't working your butt off then i don't think it's really that excusable, otherwise i'm fine
Other than that, interesting mechanics! :)
I had to stick with the game for 5 minutes before I started getting the hang of it, but once I did it was quite fun. Community effort was low, but overall a good effort - well done!
Overall a very nice game :)
It made it boring for me!
I noticed that sometimes I'd fling an enemy into the edge of the screen and it'd bounce back and hurt me. I'd prefer it if that wasn't possible.
Very original concept and with a bit of tweaking of the controls and making it obvious which way you were facing, could be a fun game.
Aside from the controls, I was a bit confused by which direction the enemies would shoot out of. Sometimes they'd go forward and other times backward. I later realized they'd go the opposite way you last travelled.
I think a simpler, more intuitive mechanic would be that they reflect of your line. No matter what direction you're moving, they'll always bounce off you.
Great job!
It took me a long time to figure out which direction an enemy would get flung in. At first it seemed totally random, but eventually I worked out that if you last thrusted forwards, then the enemy gets flung in the opposite direction to the direction you're currently facing, and that if you last thrusted backwards the enemy gets flung in the direction you're currently facing. I'm not sure I can even explain those rules to another human being, so you might want to consider simplifying them. My preferred choice would be to fling enemies in the direction the player is facing.
I don't agree with L that Asteroids-style controls are inappropriate. Actually I found the controls confusing because they were insufficiently Asteroids-like in the space setting. I wasn't expecting turning the ship to immediately change my direction of travel, and it took me a while to figure out what was going on. I think I would have been happy with Robotron-style controls or Asteroids-style, but I struggled with it as it is.
I'd also consider fixing the size of the ship. I didn't find much use in changing it, except to 'cheat' by making it really big and spinning around in the centre and over the bases.
You said on your blog that you're somewhat embarrassed by the code. I don't see why. I took a look and it looks perfectly reasonable to me. For two days' work it is remarkably clear and well-documented.