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5parrowhawk says ...

Played about 8 entries so far, and this is far and away my favourite. I'm a sucker for the little-city art style, and the game itself is good fun - nicely balanced. Unfortunately, there are some technical issues such as framerate, visual seams (especially with the roads) and a nasty sound glitch. Still, I like it!

Arowx says ...

Very good work like the stamping wall o doom, cute graphics, but tiles do produce seams. Nice little bits of AI people go to bunker if they run near one in a panic. But no fast Cars! ;0)

Frimkron says ...

The sound makes the wall suitably terrifying. Well polished, but the some of the powerups are perhaps not as effective as they should be - I think the speed and timeout should last longer

TenjouUtena says ...

This is kind of cool. It's hard to see on my screen, and my resolution is larger than most. Other then that, the AI and the game run great, it was obvious what needed to be done, etc.

Tenoch says ...

Yay, got to 202 rescued! These guys really are dumb, they usually just run to the wall. Awesome scary stomping wall by the way!

ondrew says ...

The wall coming down gfx and sfx are truly vivid.

I would separate the game into multiple parts and increase difficulty. Saving 300 people in a row is a little tedious.

jlnr says ...

Pretty cool, completely stylish and highly usable with all the little feedback given to the player. Only complaint is the single long level again :)


Food pictures made me hungry, but I am an easy victim right now :|

Endurion says ...

Very well done, but that's one huge level. A few smaller levels would've increased the success feeling ;)

Hamumu says ...

That's an amazingly dooming wall of doom. Very good representation. And cool game all around. You know, I think I really like little talk bubbles with icons in them. I have to do that next time.

As someone else said, more shorter levels would be better. This kinda felt like a slog sometimes, even though the basic functionality was fun. I would've liked to get powerups a lot more often (feel free to ramp up the difficulty to compensate).

And that was a horrifying screech when I won.

DrPetter says ...

Aw. I got 214. Pretty fun. Could have been a liiiiittle bit faster perhaps, as it got kind of dull after a while where you had to move back and forth between different parts of the screen and mainly just waited for your guy to get there.
Perhaps the sprites could have been a little bit bigger as well (they actually move way too fast for people that size, so making everything larger would be sensible in many ways).
Doom sound is awesome. A rain effect would have made for the perfect mood ;)

mjau says ...

This one starts out pretty fun, but goes on for way too long. Some more variety would've been nice. Also had a problem with major slowdowns when lots of people were following me.

It's a nice game apart from that though. The wall of doom feels like a real threat, with its constant booms of doom and that extra little bang when it gets one of your stupid followers. I also specially like the little icons that pop up above people's heads.

Some slight music would've been nice perhaps, or like DrPetter suggested, rain.

Got rewarded with some horrible metallic screaming when I apparently won, which was a little unexpected. I'm guessing that's a bug =)

Covenant says ...

Very interesting, indeed... the graphics look sweet and the gameplay is a nice idea...
One idea would be for the levels (if there's more than one) to be way shorter, to give the feeling of short-time satisfaction...

rogual says ...

This is pretty awesome. The little people are great, in a dumb panicky way, the difficulty is spot on, and little touches like powerups make it feel very polished.

It's a little too long (I got about halfway before quitting) but that's really the only thing wrong with it. I didn't get any graphical bugs. Great work!

agj says ...

I like the little face baloons they get over their heads. I only wish the playfield was not so huge! But I guess it makes it challenging.

Banni says ...

Nice difficulty level. I like the risk/reward balance of having a long train of people following you, when you have to make a decision between saving them, or trying to pick up that one straggler who is wandering too close to the wall.

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

Keeping up

Posted by
Sunday, April 26th, 2009 12:41 pm

Also joining the “give at least as many votes as you get” crowd.

Additionally, I generated a randomized list of the entries to play and rate for unbiased selection :)

Evacuation – Bugfixes

Posted by
Monday, April 20th, 2009 1:05 pm

In my game I had some problems with gosu’s rendering of tiled graphics. jlnr was so kind as to quickly fix some bugs, so here is my updated LD14 entry:

Download: Evacuation v1.01 (Windows binary + Ruby source code)

Bugfixes include:

  • background and road tiling
  • bunkers no longer getting placed under houses so villagers can’t enter
  • sound glitch when game is won

Bummer, too late for the binaries torrent :(

Evacuation

Posted by
Sunday, April 19th, 2009 6:25 pm

Finished my game now. :) There could be some more polishing but I think it’s fun to play and turned out much better than I expected yesterday.

Download: jsb_LD14_evacuation.zip

(It seems the gaps between some tiles are an issue with my GPU, please report back!)

I hope all of you had a great time, I definitely had. Now, finally some sleep!

Gameplay

Posted by
Sunday, April 19th, 2009 9:51 am

Yay. Rescue the escaping villagers from the AWOD. Rudimentary AI works, there is already one losing condition and I got a particle system ready. Finally some results.

Prost!

Last day of coding, ho!

Posted by
Sunday, April 19th, 2009 3:15 am

My game already looks quite okay, now it’s finally time for some gameplay coding.

With coffee and some leftover pineapple slices!

Houses

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

Back from dinner (some wonderful schnitzel), so I did some improvements on road generation and added placement of houses:

Next: villagers, so The Wall has someone to torture

Background Textures + Road Tiles

Posted by
Saturday, April 18th, 2009 7:12 am

Yeas, I know this LD is not about roads but I decided to have some in my game:

Finally a concept

Posted by
Saturday, April 18th, 2009 4:05 am

I’ve finally settled with a concept:

Help the Wall of Doom destroy the city! Some bold villagers will try to evacuate so it’s your job to stop them with uplink cannons and TD towers. Pretty morbid, lets see how it turns out.

Noodles

Posted by
Saturday, April 18th, 2009 3:17 am

Ah, noodles with stuff:

Still waiting for a geistesblitz though.

Bad start

Posted by
Saturday, April 18th, 2009 2:19 am

Still clueless about my concept, all I finished so far is a menu system. Wow.

Hope, I don’t have to drop out this time.

Inspiration, go!

Posted by
Friday, April 17th, 2009 10:55 pm

Just got up, checked the theme, had some breakfast:

Still no idea for a concept. :(

My second LD

Posted by
Friday, April 17th, 2009 10:11 am

After having participated in LD5 some years ago I’ve finally found the time and motivation to enter again. Once again, I’ll be using jlnr‘s Gosu gamedev library for Ruby. As my coding skills are a bit rusty at the moment, I hope to regain some programming and time management practice (apart from enjoying a fun contest!)

Here’s my pretty basic workspace:

The compo will start at 5am German time so i think I’ll go to bed early and sleep til 8am. Also hope to resist any persuasions by my friends to go out Saturday night :)

Will be posting updates here, maybe some on my twitter. Good luck to everyone!

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