Bombercat by orion_black
Intrucctions
------------------
Arrows Move
Q Bomb
W Bat
E Slash attack
There are 4 kind of enemies(melee, ranged, middle and charger) with a couple variations each. They can cause damage, push you or stun you and each has a different movement pattern. The objective is to push them out of the stage. Likewise you die if you fall.
Comments
--------------
I tried to experiment with using the bomb as a way to push your enemies instead of simply causing damage. I also decided to use a grid to make movement a bit more tactical(same for different enemy movement patters), but as things stand that didn't quite pan out. I still think there's some interesting stuff within that design space so I'll give it some work afterwards(I will either focus on the bomb or the melee attacks, probably the first).
Graphics
------------
I totally forgot to make the enemies until it already was submission time so I had to rush them in like 15 minutes, that's why they look so shitty :(
Code
-------------
I tried to clean it a bit but is still full of deprecated and unused stuff. Tomorrow, once I get some sleep, I'll clean it and upload that.
UPDATE(8/23 9:35): After a little snack I decided to go ahead and proceed with cleaning the code. It still has some vestigial and redundant stuff, but is kind of readable. I mean, is jam code after all...
Web Version
-------------
I tested using the .exe version so for those using windows I highly recommend using that. The SWF was more of an after though, but I uploaded it anyways in case linux or osx people want to give it a try.
Changelog
-------------
I removed the highscore button(it was pointless) and added a how to play one that is just an image explaining what each enemy does.
v 0.0.2: 28/08/2013
As far as I could tell the worst issue was enemies moving over one another making it really hard to tell how many of them were on a given space. In order to mitigate that now when enemies are deciding where to move they also cosider their fellow enemies' positions. They can still overlap by getting pushed or if both decide to move at the same time, but it's way less of a problem.
Another issue was getting pushed many spaces at a time(what some interpreted as stuff now drawing and such) so now:
- Only one movement or push gets stacked.
- There's only one level of armor so you can only get pushed up to two spaces(plus stack).
The bomb was really hard to use right and was safer(and more effective) to simply use the bat. Now the bomb works like a mine (making the name of the game kind of non-sensical :P). I'm thinking to make it a throwable item(two spaces in front of you) and/or make it so that the explosition pulls you away in the opposite direction it now does. Counter intuitive, but more interesting mechanically I think.
I also overhauled the rates at which both enemies appear and of what kind. It should be less crazy now. I'm thinking of changing many other things and fixing a couple bugs, but that's it for now.
------------------
Arrows Move
Q Bomb
W Bat
E Slash attack
There are 4 kind of enemies(melee, ranged, middle and charger) with a couple variations each. They can cause damage, push you or stun you and each has a different movement pattern. The objective is to push them out of the stage. Likewise you die if you fall.
Comments
--------------
I tried to experiment with using the bomb as a way to push your enemies instead of simply causing damage. I also decided to use a grid to make movement a bit more tactical(same for different enemy movement patters), but as things stand that didn't quite pan out. I still think there's some interesting stuff within that design space so I'll give it some work afterwards(I will either focus on the bomb or the melee attacks, probably the first).
Graphics
------------
I totally forgot to make the enemies until it already was submission time so I had to rush them in like 15 minutes, that's why they look so shitty :(
Code
-------------
I tried to clean it a bit but is still full of deprecated and unused stuff. Tomorrow, once I get some sleep, I'll clean it and upload that.
UPDATE(8/23 9:35): After a little snack I decided to go ahead and proceed with cleaning the code. It still has some vestigial and redundant stuff, but is kind of readable. I mean, is jam code after all...
Web Version
-------------
I tested using the .exe version so for those using windows I highly recommend using that. The SWF was more of an after though, but I uploaded it anyways in case linux or osx people want to give it a try.
Changelog
-------------
I removed the highscore button(it was pointless) and added a how to play one that is just an image explaining what each enemy does.
v 0.0.2: 28/08/2013
As far as I could tell the worst issue was enemies moving over one another making it really hard to tell how many of them were on a given space. In order to mitigate that now when enemies are deciding where to move they also cosider their fellow enemies' positions. They can still overlap by getting pushed or if both decide to move at the same time, but it's way less of a problem.
Another issue was getting pushed many spaces at a time(what some interpreted as stuff now drawing and such) so now:
- Only one movement or push gets stacked.
- There's only one level of armor so you can only get pushed up to two spaces(plus stack).
The bomb was really hard to use right and was safer(and more effective) to simply use the bat. Now the bomb works like a mine (making the name of the game kind of non-sensical :P). I'm thinking to make it a throwable item(two spaces in front of you) and/or make it so that the explosition pulls you away in the opposite direction it now does. Counter intuitive, but more interesting mechanically I think.
I also overhauled the rates at which both enemies appear and of what kind. It should be less crazy now. I'm thinking of changing many other things and fixing a couple bugs, but that's it for now.
Ratings
| Coolness | 32% | 1897 |
| Overall | 2.50 | 877 |
| Fun | 2.67 | 711 |
| Graphics | 3.47 | 268 |
| Humor | 2.67 | 481 |
| Innovation | 3.18 | 354 |
| Mood | 2.60 | 704 |
I wish the cat wouldn't "go" beyond the game field though, it's already hard enough to stay alive with the enemies, lol.
For some reason the flash version was drawing things out of place (like some projectiles and the explosion animation). This didn't happen in the PC build.
A really enjoyable entry and I hope you keep working on it after the compo!
I wasn't clear why I would do anything other than bat the enemies.
Regarding the game:
You really need to include some sounds! Basic sound effects make a big difference. Try using something like sxfr, you can create good little ones without much effort. Otherwise the game felt a little empty to me. If you can make any music, that helps a lot too.
It felt a bit like it should be a turn based game.
Graphics are nice and colourful, which I liked.