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Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on January 5, 2015

Ratings

OveFunInnThePolGraAudHumTecFooJouTim
35
333543335
2212332121
4434544234
443444434
333334434
34454433
4434434334
4
43354455
3342313
324333434
34253443
4435444332
333333432
33343433
3.293.293.003.863.573.433.642.402.83-3.82-

Arowx says ...

Cute graphics

mjau says ...

Waah, tiny window! Still, it's a nice game. Music is also nice, gets repetitive though.

Also: Why is the menu only usable with the mouse, when the game only uses the keyboard?

Radix says ...

Some detailed instructions could've been useful for a stats-based game like this. I have no idea what a soldier does or why I would buy one, for example. It kind of seems like the best strategy is just to walk and kill things with the sword and never upgrade, but I'm probably wrong.

5parrowhawk says ...

Nice. I read the readme, so I guess I'm a bit ahead. Reminiscent of 30 Second Hero and Ginormo Sword...

I like the art style, although the icons are a bit hard to read at the default resolution.

The game is fine as it is - I think the only way to improve on it would probably be to add more variation. Like various levels where you have a goal (reach the end, kill the boss, etc). Apart from that, I don't think there's anything that other people haven't already said.

Hamumu says ...

I exceeded my bandwidth limit and this seems to need another 80meg download! No can.

ondrew says ...

I really liked the simple graphics. More variability would be nice.

Endurion says ...

More descriptive icons would be important; it's pretty hard to guess, even with your description.
Still, nice game.

Entar says ...

Cool game. I noticed, at least in the voting version, that the player can still get hurt by an enemy while it's in dying animation, and you have to wait before moving forward. Otherwise, nice job, catchy music.

Morre says ...

Pretty sweet game! I enjoyed playing it. Very nice use of sounds and effects, and cute sprites.

Good work! :)

DrPetter says ...

I want to like this one, but the sword has crappy hit detection which basically ruins the game. Sometimes it'll hit enemies at a comfortable distance where you expect it to, but other times it "goes through" and you need to hit several times, which if you're unlucky means that the enemy will touch you before it's gone. Is it tile-based in some absurd way?
I think I was hurt by death animations as well at some point. It would have been great if the collisions were completely predictable so that I could run full speed and time my slashes perfectly to just obliterate everything (until the difficulty got too hard, seeing as it seemed to get more intense with time/distance).
Sound is great, and the graphics are cute and effective (though small, consider a 2x scale at least).

agj says ...

I agree about the collisions being so erratic. I liked the idea better than the execution; it depends a bit too much on luck as it is.

muku says ...

Nice game, feels reasonably polished and has a clean, attractive visual style (2x scale would have been nice, though). At some point constantly having to run right became a bit of a strain. I'm wondering if making the player run right automatically at all times wouldn't have made the game more hectic in a fun way. That may also have given the magic component some more purpose, which right now seems somewhat useless to me (though I may be missing something).

noonat says ...

Great job on this! Love the graphics and animations. I just wish they were bigger. Fullscreen in the updated version helps, but it's blurry :( The sounds are also good, and surprisingly the 30-second music loop didn't annoy me. I was really impressed with how hooked I got on this game considering how simple the gameplay is.

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

Wallcraft Postmortem

Posted by
Wednesday, April 22nd, 2009 11:52 am

This is my first LD so I don’t have anything to compare to, but I actually think overall I did pretty well. I’m not sure I can say what I did write and what I did wrong, being new to the compitition and game developement in general, but I can say what I did at least.

Ideas

I didn’t really have much trouble coming up with an idea. My first thought was to make the game incredibly happy looking (flowers, smiley faces, etc.) and then have a freakish wall of death, but it relied on graphics and I had no thoughts for game play to back it up. Really, it seemed you could either take the theme literally and make a wall of doom chasing you, or you could interpret it to make some sort of art game.

I chose to just make a wall of doom. I didn’t really think of the game play mechanics at first, just started making the player graphic. I guess I did that wrong, but I just wanted to start coding and see what I’d end up with. The final version ended up pretty well balanced, I think, but so many things could have gone wrong to ruin it entirely.

Code

Using Construct made the coding pretty easy for someone as new to game developement as me, although I do hope to enter LD some day using “real” code. The game required a lot of things I’d never done before. The player remained in the center of the screen the entire time and the ground went on for ever, so instead of programming the player to move I moved everything into a family that moved when the arrow keys were pressed. I started making animations for the ground to move, but it didn’t look to great and skipped when you stopped or changed directions. I ended up scrapping the animations and applying a warp behavior to the ground so it would scroll endlessly, which looked much smoother but did have some slight tearing issues but not a major problem.

The main thing I had trouble with was spawning buildings and enemies randomly, and I never entirely got all the bugs out, but it worked pretty well in the end. The main issue was buildings overlapping each other, and I never entirely fixed it. Enemy AI was easy until I found some game breaking glitches in my code I couldn’t fix. I ended up just skipping it and comming back later, but I did find a solution. 

Overall it went pretty well, there were a few stressful moments where the game seemed to destroy itself and I wanted to give up but nothing to major.

Sound

The sound might have been the easiest part of the game. I used sfxr for all the sound effects and Musagi (along with a tutorial) to make the music. I’ve had complaints on the music being repetitive, due to the fact that I’ve never made music before so I just looped the 30 seconds I had throughout the entire game. And thats pretty much it for sound.

Graphics

Graphics were easy to, as I just made a sprite whenever I needed one. I decided to keep everything simple because a) Complicated art takes time and for me wouldn’t even end up looking to good and b) (basically the reverse of a) Simple art can be made quickly and often ends up very eye pleasing. Most of the graphics I made at the begining of development, except for the helicoptor blob, which I threw in at the end to varry the game a bit. Only complaint anyones had with the graphics so far is that the magic looks like blue sperm.

Conclusion

I’ve been very pleased with the feedback from people in LD14 and from others I’ve showed the game to. We’ve been having competitions in my web design class to get the high score (currently at 6000 something) and its ended with some pretty awkward quotes, to (“I had mad money but I couldn’t find a dude castle.”). I went ahead and fixed some of the problems people had with it and updated the game post LD. One complaint was that the game isn’t varried enough, to which I have no excuse. I finished the game around 4:00 on Sunday (I think) and uploaded the final version. I had plenty of time to add some more features, but I guess I was just to burnt out. I worked almost nonstop on the game, and the break I had on Saturday was to go outside on a hot day and shovel mulch for two hours. But overall I’m happy with it. I actually managed to take everything I had in my idea and work it into the game, and it worked out pretty nicely. The game is far from perfect, but I’m fine with it.

Updated Wallcraft – Minor Changes and upgrading Guide

Posted by
Tuesday, April 21st, 2009 11:36 am

Made some changes based on suggestions from voters.

 

  • Fullscreen mode can be activated with tab key, window can also be maximized.
  • Menu now controlled with arrow keys and selected item chosen with enter instead of using the mouse.
  • Minor bug fixes.
Updated version and the original version made within the time limit can be found here.
Guide to upgrades:
Castle / Upgrade Guide:
Sword – Strength, how much damage you can deal with your sword.
Cross – Health, how much damage you can take. Raising health is the only way to refil it.
Magic… thing – Magic! Does twice the damage of your strength. Magic has limited ammo and must be 
rifilled at a castle. Magic can also be fired at the wall to slow it down slightly depending on your 
strength.
Square/Little Dude – Soldiers, they slow down the wall when deployed. Upgrading at one of these 
castles gives you an extra soldier.
Coin – Money, each upgrade cost 10 gold. Gold is aquired through killing monsters.
Upgrades are necessary if you want to get a good score. While the enemies will get tough if you 
upgrade, you still can’t last long with out them. The soldier upgrade is needed to slow down the 
wall, which will grow faster than you quickly without them. But buying soldiers will still make the 
enemies you fight more powerfull, so you need to upgrade your strength, health, and magic as well.

 

Wallcraft Update

Posted by
Monday, April 20th, 2009 11:35 am

http://gamejolt.com/games/wallcraft/files/wallcraft/download/65/92/

 

Changed a couple things that some people in my web design class mentioned.

  • Icons over buildings different colored to make it easier to tell them apart
  • You can now pause by hitting escape
  • Slightly changed the cloud sprite because it was bugging me. 😛
  • Fixed a glitch where holding both arrow keys down would make things move really fast.
  • Magic has a little effect when it hits something and can also very slightly slow the wall.

 The feedback was surprisingly good considering I didn’t even enjoy my own game all that much. People in my web design class gathered around my computer attempting to beat the high score of this one guy who somehow managed to get 2995 points. No one could beat it, and then he beat it again getting 3018 points.

And then, someone on Gamejolt rated my game 1 out of 5. Now, normally I wouldn’t mind (much), but whoever gave the rating didn’t leave a comment with it, which is fine with sites with thousands of people rating every day, but that 1 is my only rating so far, and he didn’t even bother to say why he so disliked my 2 days work. 

Ok, mini rant done. He probably just thought it wasn’t fun, any way… isn’t that why you normally dislike a game?

Oh, am I supposed to say, like, “This patch should not be taken into account when voting yadda yadda yadda,” or something? If so, than the read inside the previous quotes.

Final Entry + Name

Posted by
Sunday, April 19th, 2009 12:19 pm

Wallcraft is complete! Yes.

Finished up some things and now its done. Some changes since the last version:

  • Solders are now deployed by pressing C rather than as soon as you purchase one
  • Highscore implemented (and scores to begin with, for that matter)
  • All upgrades remain at 10 gold each throughout the game and drop rates for enemies are consistant
  • Clouds!

Yep. 

 

Oh yeah, the link.

http://gamejolt.com/games/wallcraft/files/wallcraft/download/65/92/

Have fun.

Fancified the UI.

Posted by
Sunday, April 19th, 2009 4:47 am

I think it looks pretty good. Made some other changes, to.

Posted by
Saturday, April 18th, 2009 4:57 pm

Image and video hosting by TinyPic

Need to take all that empty space out some time…

Well, this is probably all I’m getting done tonight. Added some little helicoptor dudes to attack from behind, make the game a bit more exiting. Also made it so you can only buy from a store ones and magic does twice your attack rather than the same, in order to have some incentive to using it.

 

Latest version: http://willhostforfood.com/access.php?fileid=63226

Dinner Time

Posted by
Saturday, April 18th, 2009 2:08 pm

Mmm, dinner. No food pic though, sorry.

 

What I got done:

Music

Gameplay

Graphics

 

Theres still more to do, I just needa go find it.

First Alpha

Posted by
Saturday, April 18th, 2009 11:32 am

http://willhostforfood.com/access.php?fileid=63191

Download there. Arrow keys to move, Z for sword, and X for magic.

When an up arrow appears over your head next to a castle, it means you can buy an upgrade. The big cross ups your HP, the sword raises your strength, the other cross thing raises max magic points and the square summons a guy to run into the wall in an attempt to slow it down. Magic uses your strength at long range, but has limmited ammo. Still work to do, but its playable as it is.

 

EDIT: Also, hot dogs for lunch after two hours of shoveling mulch.

Progress

Posted by
Saturday, April 18th, 2009 4:21 am

Image and video hosting by TinyPic

Wewt, worked ’till 3 in the moring and woke up at 8. Overall I’d say the progress was pretty good, except now my eyes have this funny not good feeling…

OK.

Posted by
Friday, April 17th, 2009 9:07 pm

Heres the idea:

 

Its kinda an RPG type thing where you have to run away from the advancing wall (which gains speed over time) while fighting enemies to gather money to advance in several things, including health, strength, possibly speed (possibly because it may make the game to easy), and purchasing units to run forward and destroy things. Using Construct to make the game, and I have some decent progress so far. Gonna spend tonight thinking up ways to make the game more challenging.

Desk… sort of…

Posted by
Friday, April 17th, 2009 5:31 pm

Image and video hosting by TinyPic

Heheh… yeah, thats a God awful picture. Sorry. Not much to see anyway.

‘ello.

Posted by
Tuesday, April 14th, 2009 7:05 pm

Planning on participating in this, just have one question. I plan on using Construct and would like to know if the premade behaviors are allowed in the contest. But anyway, should be fun.

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