X-0ut says ...
Well I got it down to 20 million or something, then died for no apparent reason.
I think it would be quite a challenge to save all the people, but it also gets a little repetitive, maybe some different enemies or attack patterns would help.
5parrowhawk says ...
Clever spin on the Tempest idea, but the enemy AI is just annoying. Enemies seem to love to get stuck on the edge behind you and don't do anything after that. I got it down to about 5 million or so.
Overall, not bad but didn't feel outstanding.
SethR says ...
That red blobby thing looked really cool. I always died before rescuing everybody.. I don't think there was a health indicator anywhere???
ondrew says ...
It took me quite a while to figure out, what exactly to do.
For a shooter, the game is a little too slow.
muku says ...
It seems to be an interesting take on Tempest, but I couldn't really figure out what to do. Sometimes I would get one of those white beams which seemed to cut the wall back, but beyond that it wasn't clear what my goal was. I have to say that some of the sounds were a bit grating.
sol_hsa says ...
Oh, you need to move BACKWARDS to figure out what to do.. in my first game I just shot at the whatever and died.
georgek says ...
I thought this was excellent, with good visuals, controls and mechanics, and it has potential for expanding into a bigger game. The interplay between saving people and using the white bar blob-reducer thing (I still don't fully understand it, I might be misinterpreting it) was very interesting. Thanks for a fun game!
Hempuli says ...
Interesting, but very confusing.
lucasshrew says ...
It take me a while to understand what to shoot at, i like the way the theme approach.
badlydrawnrod says ...
Nice simplistic art style that works for it. The enemies are a little dumb though.
jlnr says ...
I found the enemies' erratic movement patterns a bit too hard to handle :) But the Yoshi's-Island-ness of that pipeblob made up for that.
Endurion says ...
Managed to rescue all 55,000,000. Yay me, the hero :)
The enemy AI is not the brightest. Best to refuel from the side of the human being thingies.
sinoth says ...
I enjoyed this :) Dig the art style. The player ship could have looked a little better. It wasn't obvious at first I had to absorb the asteroid things, but I was bad and didn't read your final post to learn this. The concept is solid enough to be made into a fuller game. Would have loved an epic sound for the white laser beam!
jsb says ...
Figuring out the rules took me some time and I found the game really hard as there's apparently no way to regain health.
I'm a fan of the minimalist vector graphics. It also looks really cool when you carve a hole into The Wall and then dive down to rescue a planet.
Hamumu says ...
The way the blob works is really cool. I thought the point was that you had to eventually carve yourself a path through it somehow. I am disappointed to learn otherwise. But then again, there would only be one strategy in that case: fire at the same spot every time!
The need to go backwards is very confusing. It's fine in the gameplay, but since you don't see any planets initially, it's very unintuitive that you have to back up. Turns out there's a lot back to up, I discovered! Pretty cool once I understood it all.
noonat says ...
Great application of the theme. I'm a huge fan of Tempest so I was instantly sucked in. Loved the concept and the gameplay was fun.
I found the enemy ships to be nothing but annoying... I wish their movement was a bit more predictable so I could use more strategy on deciding which planets to attack.
I also wish I had a better picture of what was going on around the cone since I'm so far zoomed in and can't see most of it most of the time.
Also... those waffles look delicious.
Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category
UPDATE: Windows binary added.
Well I was counting on working down to the last minute, but I have to quit for the day so this is going to be the final version, 5 hours before the deadline. The game is “done” in the sense that you can win and lose, but I wouldn’t really call it complete, there’s a list as long of my arm of things that need to be fixed up and added. All the art is placeholder, which especially hurts. Spent waaaaay too much time on the tech.
So overall, success! I made a game in 48 hours. This was my first LD and I had a blast, I’m definitely doing this again. And I’m definitely going with a simpler game next time. I think Solar Lift has some good ideas, but 48 hours wasn’t near enough time for me to experiment and pull those ideas out into a polished, enjoyable game experience.
The game is written in Gosu with Ruby. Intro is lacking, so here’s instructions: the goal is to rescue stranded people off the plummeting planets before they are consumed by the Advancing Wall of Doom. WSAD moves, left mouse shoots, spacebar fires your super laser blast. Rescuing people charges your laser, bullets are unlimited.
>> OS X Download <<
>> Windows Download <<
Well, interesting times. My allergies decided to attack, I lost internet for a good hour, and I even began to contemplate tossing out my whole idea and starting over from scratch. That’s crazy talk though, if I’m going to have any chance at all of finishing a game this weekend I better stick with what I started, even if I’m not super happy with how the gameplay is turning out. Speaking of which, I better get my ass in gear if I’m going to have gameplay wrapped up by tonight so that I can focus on graphics and sound tomorrow…
Also it turns out I’m lucky to even have power, let alone internet. A transformer exploded near here and a good portion of Salt Lake City and eastern Utah is without power right now. Mmmm dried apricots.
Progress! I woke up around 6:30 this morning and squeezed in a couple hours of development before my stomach forced me to seek out food. Warning: placeholder art ahead.
Unfortunately for the player, shooting the advancing wall only makes it grow faster, and there is not as yet any way to beat it back. That’s next. I have no idea if this idea is actually going to work out to be any fun, so I’m focusing on gameplay today and I’ll worry about art tomorrow. Hopefully.
Also, breakfast! Words cannot describe my love for waffles.
OK, advancing wall of doom, didn’t expect that but I’ve got an idea on how I can crack this. But I swore that I wouldn’t start tonight, it’s 10:30 PM here. I’m going to go to bed early, wake up, and get cranking. So all I’ve done is set up a github repo. And uploaded a shell class that just displays a blank window. And some basic update/display logic.
Because that’s not really coding, right?
Going to bed now… maybe I’ll dream about my idea.
Only 7 more hours until my first compo. My home office is always at the ready:
Though I’ll probably spend a lot of time in coffee shops instead, no way am I sitting in one place for two days straight.
The contest starts at 9PM local time, so I may start doing a bit of work tonight if I feel confident that I can force myself to go to bed at a decent hour.
Everybody vote for layers! I’ve got some good ideas there.
Tools: Macbook, Wacom tablet, Ruby, Gosu, cfxr. Possibly chipmunk for physics but I’d rather avoid it to keep things simple. I’m gonna try and avoid 3d too, or keep it to a minimum.
Lots of coffee and green tea. I’ve stashed up on miso soup, dried fruit, and burrito fixings. I’ll try to avoid hitting the homebrew beer but I make no promises.
This is the first time I’ve ever done a game compo, I’ve been looking forward to it for the last month. My wife has been warned.
I’m planning to use Ruby with the Gosu library, since I’ve been playing around with that a lot lately. I’ve been using Ruby for 7+ years so it’s a natural fit. I’ve been writing a few quick game prototypes to practice, but I’ve been out of the game industry for years so this could be interesting… keeping my fingers crossed.