About Entar

I'm Entar, and I make games.
You can see my games and other projects at http://entardev.wordpress.com

Entries

Entar's Trophies

The "I rated more games than you" Award
Awarded by PoV
on May 9, 2009
The "Never too late to get an Award" Award
Awarded by PoV
on August 25, 2008

Ratings

OveFunInnThePolGraAudHumTecFooJouTim
443544
444424344
213322
34343444
4345444454
4555444
4443452454
3324331455
323423112
3335333334
3424344354
43353545
32233313
43344434
3234443
4124342434
224533513455
4445343344
4435444
4445454
454454434
4315552
3234344
34244534
5434552324
434534344
3.543.193.124.313.463.96-2.503.393.924.20-

X-0ut says ...

my hiscore 1.03.7
Not bad, the effect of the storm wall is great.

dstrysnd says ...

It's good, but I think the randomness of the level is a little too random. Nice effects.

Tenoch says ...

OK i may be real dumb, but my highscore is about 7 seconds... Too hard for me =) Nice storm though!

ondrew says ...

This game requires too much synchronization between hands :). Managed 22s.

Loved the storm effect.

jovoc says ...

Looks great but too difficult... could use some more pacing. The controls were awkward and there seemed to be a big delay with the laser. However, it was a lot of fun and with a bit of tuning could be awesome!

codekitchen says ...

Wow I pretty much suck at this, 41s was my best. You really need to get 'in the groove' to survive past even a few seconds, which I enjoyed.

DrPetter says ...

52.9 seconds. I like how optimistic the timer is with double digits for minutes ;)
I will probably play this some more, it's very convenient due to the short session time and quick restart. Graphics are great, and everything moves very smoothly. It's too bad that there's no visual effect for the weapon, and sounds would have been great. I've rarely experienced such intense concentration on a small area before (the tiny strip between your ship and the top of the screen).
Difficulty must be very well balanced, because I got that traditional "aw shits!" smack-on-the-head feeling every time I died - it was clearly my own fault for brain farting, and not the game being unfair.

FenrisWolf says ...

I found this game to be EXTREMLY addictive. I played it at least 8 times before I was satisfied with my score. I would've liked the controls to be a little more spaced out (using WASD instead of arrow keys) but it still worked alright. The graphics were also incredible in my opinion. The only real thing I found was lacking was the sound, but the rest of the game and the cool concept managed to make up for that.

erik says ...

Gameplay didn't really grab me, but I really liked the gas cloud effect you made for the storm.

Endurion says ...

Looks very nice, but the hover car is hard to control. A clearer effect on the mouse aim would be nice, to see if it's fully charged.
Well done :)
Oh, love the storm effect btw!

Frimkron says ...

I got an extremely low framerate (maybe about 3 fps) whenever the car was onscreen - as soon as I died the framerate was fine - but couldn't play, unfortunately :(

lucasshrew says ...

Great storm effect...it is really hard, but after 10 re-starts i passed the 15secs :)

LoneStranger says ...

I think my best time is 17 seconds. It's way to hard for my ability to drive that thing, but you nailed the theme pretty damn well.

agj says ...

It's... kind of... like Rara Racer! Just kidding. Having to tap the accelerator all the time makes it very hard.

noonat says ...

Best score: 31 seconds. Loved the storm effect. Once I got it into my head to remember to use the sat beam it got a lot more doable.

muku says ...

Wow, hard! Just made it to 49 seconds. Lots of fun. With games that use both the mouse and the keyboard, I usually prefer WASD to the arrow keys; it feels very cramped now. Apart from that, I liked the controls. Putting the charge-up meter directly on the cursor would spare me some glances down at the HUD.

Graphics are attractive, especially the wall itself. My only gripe with the wall is that it covers quite a lot of the screen, so once you are in the lower third of the screen, it's very hard to avoid the mines because you can't see anything. Some more transparency on the wall might have helped, I think.

Some sound would have improved it quite a bit, I think. Apart from that, very solid entry!

HybridMind says ...

Very hard game. Took me awhile to survive longer than 2 seconds! Played for a few minutes though where I managed to actually survive for 15 whole seconds. :)

The graphics are pretty cool for 48hrs. I also love the storm wall effect that was the best part. The ground texture was my next favorite.

I think the controls are a little bit 'glidey' and the storm wall feels like it is a bit too far up in the screen so that you have to drive to high on the screen where you don't have enough time to react to the mines.

Feels like it is a good base for a fun game where you could add more obstacles and powerups and would be great once everything was tuned up and polished a little more.

I also loved the intro text as that was quite humorous.

Morre says ...

First of all, one important point of critique: The choice of "Enter" as the start key was not a great one. You want to have one hand on the mouse and one on the arrow keys when you start, and on my laptop keyboard, this doesn't really work with enter to start. "Any key" or "Click" would've worked better.

The game is hard, very hard. On the first 10 or 20 tries I think I averaged about 2 seconds. My average now is probably upwards of 20, but it's still hard for me. I do enjoy it though, it's fun. It's also very pretty :)

Well done!

SethR says ...

Excellent arcade action - I survived like 1:16, but only because I found out a sort of cheat - drive by the screen edge, easier to survive..!

Some air-wolf music or something would have really added to it.

I think you should have had "Press Entar" to start. I'm probably alone on that one though.

Hamumu says ...

That is SO hard. I got around 28 seconds. It feels really smooth, but indeed is lacking sounds (somehow that seems more significant here, maybe because everybody loves an orbital laser). You know what else it could've used? Being a side-scroller, so that you could see much further ahead! There were about 1.2 nanoseconds between a mine showing up onscreen and it being on me. I needed more room! It would've also helped to have the storm further back, but that would've hurt the visuals, I'm sure.

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

Triumph

Posted by
Wednesday, May 6th, 2009 7:05 pm

On time too!

Stormwall (Final)

Posted by
Sunday, April 19th, 2009 4:16 pm

My entry for Ludum Dare 14, Advancing Wall of Doom is called Stormwall. Here are the download links:

Windows and Linux Binaries

Alternate Binaries Link (Thanks Uhfgood)

Source Code

The goal in this game is to maneuver your hovercar as best as you can, and use a satellite beam system in order to keep from being destroyed by either the advancing storm wall or the proximity mines ahead. The game is setup to continue as long as you can survive, so go for a highscore and let me know how you do! Have fun!

Sleep?

Posted by
Saturday, April 18th, 2009 1:30 pm

Food, it’s good for you.

Posted by
Saturday, April 18th, 2009 12:27 pm

Breakfast, hurrah, including all the essential nutrients that every Ludum Dare participant needs. Orange juice, pancakes with berries, and of course, an ample supply of syrup on those bad boys.

And of course, we can’t forget this masterpiece:

Back to work, I suppose. LET’S GO LUDUM DARE!

Mysterious Progress!

Posted by
Saturday, April 18th, 2009 11:13 am

Oh yes, I will mysteriously reveal my progress, in a very mysterious way. This way, you can all see what I’m up to, but not! Anyway, the gameplay is working pretty well now, and it’s not turning out too badly. There are still a few things I can add, but I’m pretty happy with the progress so far. Here’s a screenshot.

Progress, sweet

Posted by
Friday, April 17th, 2009 9:54 pm

So I’ve settled on an idea for my project, and I think it’s going to turn out reasonably well. I’ve made a lot of progress on the actual game code, but there’s still a ways to go. Luckily, I’ve done some artwork too, so there’s actually something to see! Now you’ll all try to figure out what the game is about, and I can go ahead and make it!

My plan is working, isn’t it?

Dude, run!

Posted by
Friday, April 17th, 2009 9:00 pm

Aaaaand GO!

Posted by
Friday, April 17th, 2009 7:53 pm

OK, I’m started. Advancing Wall of Doom, you say? I think I can work with that. I already have the necessities going (pretty boring so far, so no screenshot yet, sorry) and things are coming along smoothly. I even have a food photo already!

Exciting! Yes, that is rainbow jello, as well as turkey and mashed potatoes and sweet potatoes. OK, back to work.

Entar, reporting in

Posted by
Thursday, April 16th, 2009 9:31 am

I’ve only participated in one Ludum Dare before, which was LD12 – The Tower. I really enjoyed it, and if all goes well, I should be participating in the upcoming competition. Let’s hope it’s a good theme (ahem, vote!). I plan to use SDL and OpenGL in C++, and maybe SDL_mixer for sound. I’ve been bouncing around some ideas for trying out some other libraries too, but I don’t want to do too much, or I won’t get much of anything done.

Let’s go Ludum Dare!

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