Ludum Dare 15
Honourary Scholarship to the Higher Oldschool of Difficulty Curves.
Awarded by threeeffhex on December 22, 2008
The "Captain Falcon is my Lover" Emblem
Awarded by demonpants on December 17, 2008
The Play-ed Game
Awarded by Hamumu on August 23, 2008
scionkiller says ...
This is tough for me to rate because the game looks really great, you have some cool effects going on, and you have some great sounds. But the game is frustratingly difficult with some odd choices (attacked while choosing powerups?), so it actually wasn't very fun for me.
Still, it's a pretty amazing piece of work so I have to rate it well. Props for getting music done too.
agj says ...
Oh crap, I'm an idiot. I didn't realize that those red things were powerups, so I completed the game with the normal peashooter. It was hard!
Nice Amiga aesthetic. :)
For the people who say that this game has nothing to do with the theme: get to the last level first!
X-0ut says ...
I dont see where the theme fits...
But that aside, very polished, fun to play though somewhat difficult (not a criticism).
SethR says ...
Wow, It's totally amazing that in 48 hours you made something that we probably would have all blown $35 on for our NES in the early 90's.
Like the real gradius, bit too hard for me.. nice old school intro
Tenoch says ...
Too difficult for me... I love the retro look and feel though. Not extremely original or theme related either.
skalle says ...
Sorry for voting for the wrong entry at first :P. The game was nice, and it was more challenging than I thought from a first look. The power-ups were the coolest thing of the game I think, and the audio was great. One bad thing I guess would be that the powerups were just lying around in crowds, which I thought a little odd.
ondrew says ...
Cool explosions and really fun to play, but extremely difficult.
0rel says ...
nice game. impressive efforts here! feels almost complete...
here some remarks after playing the first 2 levels:
* solid oldschool feel! nice enemy sprites.
* lowres background graphics would have fit better.
* higher contrast between background and level/enemies. all's a bit too dark.
* easier levels! just good, one doesn't have to restart from first level all the time...
* controls on title screen?
* collision detection is not forgiving at all...
* a wall behind the boss or infinite scrolling once the player arrives there? first i just missed that it was a boss.
* powerups should have a "friendlier" color. i thought they are mines or something first.
* saver checkpoints? wakeing up under a moving wall of doom was cruel.
* transparent powerup hud?
* powerup activation via enter key was not all too practical. ctrl, shift?
DrPetter says ...
Great first impression with the title screen and scroller. Music is pretty good too. Gameplay was a bit shocking at first - it's mainly the very very short distance you can see ahead making everything borderline gambling. Normally I don't like scrolling that's locked dead-on to the player sprite, but in this case it could have helped to let you see enemies coming at you from both directions. I managed to beat the first level on my third try. Got to the boss once on the second level, then I gave up :)
Hamumu says ...
Interesting two-way version of a side scrolling shooter. I definitely wanted more lookahead - in Defender and its ilk (was it Aquatron on the Apple II? That game was AWESOME), it does basically the opposite of what you've done. It puts you at the back of the screen, so there's always most of the screen in front of the direction you're looking. Would be very nice!
Total theme failure here, but a lot of good polish. Everybody loves a sine scroller and a... whatchamacallit... 3D box made of sprites. I remember there was a term for that kind of '3D'. Vector balls? Don't ask me.
5parrowhawk says ...
Level 2 has invisible obstacles/bullets. Move to the area where there are 2 turrets and 3 powerups. Pick up the powerups, destroy the right turret, then fly left to the boundary between the grinders (to escape the right grinder). I keep getting killed there despite being nowhere near either grinder and the bullets from Turret 1 being blocked by the right grinder.
Sorry, but I did not enjoy this very much, despite having a fair amount of fondness for the Gradius series. The player ship's hitbox feels pretty enormous, so squeezing into and out of tight spaces is problematic, as is avoiding enemy fire. The invisible obstacles only made matters worse. Also, it is not clear whether the particles from explosions are actually bullets or just decoration.
The game is very polished, though, with nice graphics and sound.
Endurion says ...
The scrolling is weird. Also, the explosion particles are way too bright obscuring too much.
Other than that a solid game, just not very wallish (despite having moving walls).
lucasshrew says ...
Wow...really polished entry...great music and art work.
muku says ...
Hm, I have a hard time enjoying myself while playing this, everything seems designed to frustrate: the player ship which is almost glued to the right screen border, the just so slightly too sensitive collision detection, the obscure powerup system which requires me to press enter to activate a powerup (a fact that I didn't find documented either in the readme or the game itself, so I had to actually go dig in the source to find it out)...
If it helps, the game is quite solidly done otherwise; graphics are just fine, there's nothing fundamentally wrong with the movement controls, sound does what it's supposed to. Didn't enjoy the music, but I guess that's a matter of taste. It's just that the game seems to constantly tell me to go f$$$ right off; which might have been intentional, what do I know.
Entar says ...
Tough, but fun. It's cool that you can turn around, which is uncommon for this type of game.
HybridMind says ...
I've lost all my chops at playing this kind of game but I gave it my best. I didn't realize the powerups were 'good' for awhile as they looked quite spikey. :) Once I saw you could pick them up that helped a bunch.
I never managed to beat the first level boss and I must have died and restarted like 30 times. I got to the boss the last time I played and flew past him and kept on flying. I'm flying still even as I write this. :)
Liked the music and the graphics a lot. Found it a little weird to be able to instantly turn 180 and shoot backwards as I was expecting more the style where your ship just backs up.
I like your old school treatment with sine-scroller and shout outs. Hehe. Nice job for 48hrs!
Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category
well, apparently i just suck a lot, because i messed up map3 on ethergrind. python’s dom chokes on it because of some malformed xml. here is a fixed copy of the xml for those of you with nerves of steel who can make it that far. drop it in the /maps directory. alternatively, i’ve just gone ahead and fixed the download link from the original post; feel free to disregard levels 3-5 if you wish when you vote.
also, you’ll be happy to know that it IS beatable. many levels, however, took me several playthroughs; notably level 2 and level 3 are fiendishly difficult. some tips:
level 2: use speed and boost through the level until you reach the last grinder. take out the turrets first and let the enemy ships you’ve dodged come back. destroy them all before trying the boss. make sure to take out the cannons before you fight the boss.
level 3: just power through with speed. this is just really hard.
level 4: for the asteroid area, concentrate on going slowly and eliminating all enemies as they appear. when you get to the grinders, dodge like hell.
level 5: make sure to pick up all of the powerups. it will give you enough to get a shield. when you get to the boss, fly straight through him (losing your shield) and keep going until there is enough space for you to deal with the enemy ships. then fly to the top and bottom of the screen and take out the turrets before engaging the boss. it’s very, very hard. good luck.
thanks for the comments, guys, all the games i’ve played are top notch. congrats to everybody!
Music is “Do You Know Squarepusher” by Squarepusher.
Annotations so you know what the heck is going on.
:: keys ::
:: arrows – move ::
:: space – shoot ::
:: enter – accept powerup ::
:: f – turn on high-quality visual effects ::
:: esc – quit (why would you want to do that?) ::
:: start main.exe or main.py with the -f switch to run in full screen mode ::
5/6 powerups are coded, level format is done. need a way to finish levels.. still, this leaves me with all day tomorrow to generate content. i might try to make a boss, but i wouldn’t hold my breath on that.
I’m making a classic-style shooter, heavily inspired by R-Type and Gradius.
There will be many advancing walls of doom, although I haven’t really decided what direction they will be advancing from (most likely ALL DIRECTIONS, CRUSHING YOU BETWIXT THEM LIKE UNFORTUNATE SPACE JAM).
I spent a good few hours cranking out a nice motion blur effect. Here it is in action.
This is roughly the scene in #ludumdare right now. Based on this PBF strip.