Hide’n’run by Fractal

[raw]
made by Fractal for LD 44 (COMPO)

An HTML5 puzzle/defense game where you have to trade your time (= your life) in order to slow the enemies down and win.

* *Bug fixes (made after the 48 hours) **

  • I fixed a bug where you could add WIN to the terrain and it gave an easy way to cheat. This bug fix does not affect the gameplay as long as you were not explicitly trying to cheat.
  • I added the level number on the top left of the screen. This does not affect the gameplay either, it simply makes it easier to know what the current level is.
  • I changed a key binding from Enter to Tab. It makes much more sense to use the Tab key, the only reason why it was the Enter key before is because Tab was interacting weirdly with the browser, but now I figured out how to make it work.
  • I changed the key binding Ctrl+arrows to Shift+arrows, as Ctrl+arrows seems to cause problems on some computers/web browsers.

Screenshot1.png

Screenshot2.png

Ratings

Given 12🗳️ 8🗨️

Feedback

PurpledArtFrog
29. Apr 2019 · 11:10 UTC
Good entry :)
GhostGoatsGames
05. May 2019 · 20:46 UTC
Pretty fun little game. A bit unique, i've never really played a game with that mechanic before. Good work.
PopDaddyGames
05. May 2019 · 21:42 UTC
Good work and great job capturing a simple idea!
MarcosShiuuri
05. May 2019 · 22:01 UTC
Really interesting game..
I had a little difficult at the beginning, but after figure out what I had to do, I'll say it's an interesting mechanic you used on this game, I played for a good time and had fun..

Congratulations on your entry for this Ludum Dare o/
snowdozer
05. May 2019 · 22:36 UTC
really love the puzzle aspect of this! the levels are simple, but each one feels unique and they all have you thinking differently about how to exploit the enemies' movement. i did find myself tending towards the brown blocks a lot more than the grey blocks, perhaps you could have balanced that better? the concept is very fresh, and in fact i do think stall-to-win is probably the most original main mechanic i've seen so far. it's straightforward, but also potentially infinitely complex. would love to see you expand on it at some point in the future! maybe try experimenting with enemy shapes and block types?