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Posts Tagged ‘postcompo’

CoMuTor - Post Compo

Posted by HybridMind
Monday, December 22nd, 2008

First of all, thanks so much to everyone who left feedback to me in the ratings area.  I have taken a bunch of the suggestions that people made and have worked more on improving CoMuTor in the past 2 weeks.  Here is the latest work in progress of a post compo version of CoMuTor.  The readme file contains all the changes that I made so far based on my own and others feedback.  I welcome further feedback in the comments on this post for anyone that liked CoMuTor enough to try and play it again.  I’m just having fun working on aspects of polishing and modifying this silly little game.  I look forward to more Ludum Dares!!

CoMuTor v1.1 - Post Compo win32

Changes from compo version:

- added visual score feedback and level indicators
- added 3 minute time limit
- made it harder to eat people
- points scale with faster/smaller vehicles
- rebalanced point system
- rebalanced timing / car release system
- vehicles have different speeds now
- added people to vehicle sprites
- broke out car and suv sprite body for better coloring system
- crushing gas trucks no longer counts towards crush count
- vehicles running into you no longer spawn people
- adjusted menu instructions to reflect new changes

Towlr Update

Posted by PoV
Monday, August 11th, 2008

If you’ve already experienced Towlr, you don’t need this.  But if you plan to sacrifice any friends to Towlr, I’ve made some useful fixes and changes.

http://junk.mikekasprzak.com/Research/Towlr/Towlr2.zip

First off, I’ve removed the ESC and F10 keys, since they’ll just make the player sad (or relieved).  Next, I changed the background color to gradually become more red over time, to add to the “driving you crazy” factor.  Finally, I named the executable correctly, so in the future people can stop asking me if it’s towel-r or t-owl-r.

Enjoy.

EDIT: Linux Version (Experimental)
EDIT: MacOS X Version (Intel) (Experimental)


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