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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Ludum Dare 18

    August 20th-23rd, 2010
    Theme: Enemies as Weapons

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    Smores Attack - devinmoore - Competition Entry

    I just didn't have time to add more features, life is in the way, but I figured I'd at least enter the competition anyhow. I think the game has some charm. tons of notes in the source itself. Update: final version is there now. I know it works on various pc versions of IE and FF, apparently on mac it doesn't get focus right away but after that it works there as well.

    View devinmoore's journal. | View all entries by devinmoore

    Ratings

    #33Community3.65
    #55Coolness13%
    #70Humor2.38
    #100Graphics2.70
    #110Theme2.96
    #111Audio1.91
    #162Fun1.68
    #162Innovation2.04
    #164Overall1.82

    Comments

    devinmoore says ...
    Aug 22, 2010 @ 9:08am

    Didn't have time to animate the enemies walking, or the score, but those are the next things I would do for sure.

    devinmoore says ...
    Aug 22, 2010 @ 3:36pm

    Update: did get the score and a ton of bug fixes in well within the window... yay.

    Pokute says ...
    Aug 22, 2010 @ 10:17pm

    Not much to play and buggy, especially if trying to restart the game. At one point I was carrying an enemy and couldn't throw it. The key repeat delay / acceleration was quite quirky too.

    GreaseMonkey says ...
    Aug 22, 2010 @ 11:49pm

    ok this REALLY doesn't play well, it takes FAR TOO LONG to initialise, what the hell are you using which is making it so slow dammit... good job for shoving it all into one file though

    i'm really not feeling your innovation here, it seems so conceptually limited

    because this game takes so damn long to initialise, i really can't play it for long and you die so flippin' early and stuff, ugh

    this plays the theme quite straight so 3 stars for that

    graphics are OK, but it's not very smooth

    audio is hardly there

    humour appears nonexistant so N/A

    sorry, but overall this game sucks

    however, having said that, you've done a decent job with your journal and you have a time lapse video so 5 stars in that department

    deps says ...
    Aug 23, 2010 @ 1:00am

    Does not respond to keypresses or the mouse. :/

    timgarbos says ...
    Aug 23, 2010 @ 4:19am

    I have to agree with GreaseMonkey. It's god damn hard :D

    I like the simple style and I can use the enemies as weapons :D

    However, I think it would be nice with some bigger purpose than just picking up enemies trying to throw them and then die.

    Also I probably used more time on remembering and finding the correct keys, than I used pressing them.

    GreaseMonkey says ...
    Aug 23, 2010 @ 5:30am

    Sorry about the harshness of the "overall" comment. I'm just incredibly confused as to what you're actually doing in the init phase. I think it's got something to do with the downloading of those .wav files.

    May I suggest having a loading screen, and only downloading what you need once?

    devinmoore says ...
    Aug 23, 2010 @ 5:43am

    It's fine, i'm not making any excuses, it should have a loading screen and the restart game was a bit of an afterthought. However, it does only load things once, that's not why it's "slow". It actually isn't slow, it's just got really chunky animation. If you look at the code, you'll see that the "chunkiness" of the animation is deliberate, it uses a delayed timer to refresh all the movements. I appreciate all the feedback, I will use it for my next entry attempt. Thanks!

    eli says ...
    Aug 23, 2010 @ 12:06pm

    Great hustle for such a short time. Endearing graphics and I like the backstory. Unfortunately suffers from many gameplay problems.

    I also find the choice of keys a bit confounding.

    Aug 23, 2010 @ 3:10pm

    Had real trouble with this. Sorry :(

    It took a few attempts at loading to get it to run (I'm in Firefox on Windows XP), which is understandable as I guess you didn't get much of a chance to test it on other machines.

    Once it did run it was way too hard, and I had real trouble hitting any enemies with other enemies. The choice of keys was bizarre and made the game even tougher to get into.

    I can tell from your journal that you worked really hard on this, but I just couldn't get much out of it. But I think your journal is very positive, and I'm glad to see you've taken the time to analyse the project at the end. Perhaps after the feedback you could make some pretty small improvements and it would be dramatically more playable.

    A nice attempt, but maybe some more testing on other humans (always a sparse resource in 48 hour compeitions!) would have helped. Good luck with the next competition! :)

    Sparky says ...
    Aug 25, 2010 @ 8:55pm

    Congratulations on finishing!

    Unfortunately I can't seem to get the character to throw enemies consistently. It worked at first, but then after a few seconds the 'r' and 't' keys stopped responding.

    I am glad you entered and had a good time, though! I hope to see you during the next Ludum Dare.

    Jerm says ...
    Aug 27, 2010 @ 5:59pm

    I think this would work a lot better if there was only one throw key that threw in the direction you last moved. You would probably have to draw the player sprite flipped when you move to the right so it's obvious which way you would throw. I agree with GreaseMonkey that this takes way too long to load and restart for such a simple game.

    someone says ...
    Aug 28, 2010 @ 3:09pm

    Bit of an odd choice of keys and not much gameplay.

    MrPhil says ...
    Aug 29, 2010 @ 1:30pm

    - Good sounds
    - Controls made it very hard to enjoy
    - Weird that I can pass through the baddies

    pekuja says ...
    Aug 30, 2010 @ 9:25pm

    The keyboard input seems to be buggy. If you hold a key down, the character will suddenly zip to the edge of the screen. I imagine you're not taking key-repeat into account. You should probably be reading the input in some other way. Also, that's a rather strange control layout, but seems to work ok. What bugged me a bit was that I had to walk up to an enemy to pick them up, so I would often take damage just trying to do that. Might be better if the player had longer range.

    HybridMind says ...
    Sep 3, 2010 @ 6:43pm

    Couldn't really get around the non-standard controls. Why so weird? Anyway the graphics were nice but everytime I'd pick up an enemy it would really slow down and glitch out a bunch. I like the basic concept but it just wasn't that playable unfortunately.

    Martoon says ...
    Sep 5, 2010 @ 10:27am

    Yeah, the throw worked for me the first time I ran it, but then never worked again. It's kind of hard to rate a game I can't really play. Cute graphics, though.

    Jonny D says ...
    Sep 6, 2010 @ 2:54pm

    Firefox stopped responding...

    Scramasax says ...
    Sep 6, 2010 @ 4:05pm

    I played for a bit, but the control scheme wasn't good.

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