Ludum Dare 22
December 16th-19th 2011 :: Theme: Alone
Lone Survivor - Pokelover980 - Jam Entry
This is my terrible entry :P READ THE README! It will only work on Windows unless you have an XNA library for Mono (and even then I'm not sure how stable it will be). Which means you need the XNA framework if you're on Windows (but this is explained in the readme, which is important, so you should read it. Download here for those that need it anyways: http://www.microsoft.com/download/en/details.aspx?id=17851).
This is my take on the "Alone" theme. I couldn't think of anything to make that seemed cool, so I interpreted it oddly by making a fighter where you fight off waves of enemies all alone.
View Pokelover980's journal. | View all entries by Pokelover980
Ratings
| #107 | Audio(Jam) | 2.00 |
| #113 | Fun(Jam) | 2.08 |
| #125 | Humor(Jam) | 1.33 |
| #135 | Theme(Jam) | 1.91 |
| #139 | Overall(Jam) | 2.08 |
| #141 | Mood(Jam) | 1.57 |
| #147 | Graphics(Jam) | 1.92 |
| #152 | Innovation(Jam) | 1.50 |
| #189 | Community | 2.86 |
| #398 | Coolness | 33% |
Comments
Jorjon,
Yeah, it's supposed to close like that, I was getting close to adding a win condition (or at least changing things up a bit after a while) and stuff for when your HP drops to 0, but I was running short on time because of personal life stuff :/ I'm thinking about improving it some time so there's actually animations and what you mentioned, though.
I don't know if there are more than six enemies, but they stopped spawning then so I assume that I was victorious :)
Great that you got a library to reuse out of it too!
it was interesting, after beating the enemies you were completely alone left on a suspended platform in the middle of a blood cave. i like that
there isn't much to it obviously but what there is is pretty solid. Didn't encounter any terrible bugs and the graphics did the job. And hey you even got a menu in there, that's more than I can say. Good job!
Used Xpadder to play (and spam Fireballs, later Thunderattack) ^^
A bit monotonous with that, but apart from the input, how about having differnt enemies and different locations? :D
AyCe,
Different enemies are on my list of things to implement in an "actual release that doesn't blow because I was making it all in 72 hours" version. I have a lot of my code set up to allow me to do that incredibly easily, I made heavy use of OOP to my advantage.
As for different locations, I'll have to change up my system slightly, but it could be done. Perhaps I should make a Map class to make that easier :P
I defeated 78 enemies and then no new enemies spawned... the arrows are to powerful... you can spray them and no enemy has a chance to get you :)
I purposely made some of the weapons a little too powerful because as you defeat more enemies, they also start to gain more health and do more damage. It'll get to a point where the only attack worth using is the thundershock, though I haven't really done any calculations or testing that far to see what that point is (I've got to about 150 on my own and it was getting to the point where it was the only move worth it, so I would say it's not much after that). I need to redo the spawning code though, because it seems people end up just getting stuck there for a long while. It was sloppy spawn rate code D:
Well, it is kinda fun. You should leave the commands on the screen all the time, and not just when enter is pressed. Also some kind of death animation for the enemies would be welcome.
I was testing with the spawn rate and damage modifiers. After about 300 enemies defeated, results get incredibly lulzy due to how I made things increase exponentially. Time to go change it to logarithmic :P
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Well.. It was cool, but maybe it gets boring if there's no win condition. When my HP dropped to 0, the game closed.