August 20th-23rd, 2010
Theme: Enemies as Weapons
Click once to give the screen focus, then use the arrow keys to move.
Your mission is to travel down and to the right until you escape from the caverns into the unfinished part of the world.
Tools:
Actionscript, musagi, Paint.NET, Audacity.
Downloads and Links
Ratings
#35 | Audio | 2.92 |
#72 | Coolness | 9% |
#74 | Fun | 2.80 |
#83 | Overall | 2.88 |
#85 | Graphics | 2.84 |
#91 | Innovation | 2.96 |
#110 | Theme | 2.96 |
#117 | Community | 2.33 |
#141 | Humor | 1.46 |
Comments
I really liked the 'size = health' thing, but it took me a while to figure it out (in the meantime i was wondering if i was invincible). Graphics were simple but had a nice, cohesive style which I really enjoyed.
It was a bit wierd that I seemed to go slower vertically than horizontally - it meant that I constnatly had to try and move left and right to avoid enemies.
It was interesting to have to lose some health along some of the routes, or to make it easier to get past some of the blocks.
Liked the Tron style a lot and the use of size-for-health (and the way that integrated with the navigation though smaller places; unlike the other reviewer, I felt this could have been more used). Not sure the theme was used as well as it might have, but I greatly enjoyed exploring the neon caves.
Graphics for the game and the mini-map are very different styles which is a bit weird.
BG music is nice and unintrusive.
I didn't really understand what the goal of the game was. Also I got stuck in a narrow passage because both ends were blocked by enemies. I liked that your health would recharge once you got away from enemies.
Nice job.. I managed to escape while only dieing a few times. I'm glad you coded checkpoints in!
I like when games use the mechanic of "shrink with damage" because it has that natural side-effect of making the player tougher to catch when they are at their weakest. Visually the glow filters were a bit over the top but I appreciated some of the abstract enemies and the mini-map.
This would have been a lot better if I had really known what was going on (a red box might look more menacing than a blue box), and if it ran at more than 1 FPS.
I like the simplicity of the graphics, but diagonal lines wouldn't go amiss. I also quite like the getting smaller when you get hurt.
Game was great, just never had the patience to beat a single level.
I like this a lot. Everything about it is polished and it's fun too.
Like a lot of other commenters I especially liked the size = health thing, which was immediately intuitive to me even though it's not something before.
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Hmmm... It seems as if you introduce the game's concepts in the opposite order that they ought. Ideally you'd first introduce evading small foes, then evading big foes, then the interplay between small and big foes, finishing by a large conflict between small and big foes.
The 'size = health' thing is an effective design decision, I will say. I'm also grateful that you didn't focus too much on it - for instance, by making the player take damage to pass through a small gap.