August 20th-23rd, 2010
Theme: Enemies as Weapons

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Out of ammo

by samel - Competition Entry

Your ship has gon out of ammo but there's still enemy to fight. The only way to survive it's to dodge all enemy bullet and make them fire each other.

This time i keept the wole game easier and it took me 16 hours to complete it. I've to find a balance between too much a too few design ... maybe next ld 8)

Let me know what you think of the game.

Thanks all participants i had a great time looking your blog post, next time i'll try to be more present on the site.

2010/08/23 Added windows binary

Downloads and Links




squidlarkin says ...
Aug 23, 2010 @ 3:07am

Your Windows binary seems to be missing.

timgarbos says ...
Aug 23, 2010 @ 4:21am

Please upload a Windows binary :D

jakkarth says ...
Aug 23, 2010 @ 5:48am

Straightforward, but quite difficult in practice. Getting on the line between any pair of badguys is difficult to time, plus the added difficulty of getting out of the way before the bullet hits you once you're there. Lightning reflexes are a must. Could use a bit more tuning, but overall nice job!

samel says ...
Aug 23, 2010 @ 7:21am

@timgarbos: sorry, but for now no Windows build, you have to download the source and compile it.

@jakkarth: thanks! I know it's a little bit hard, specially when there are a lot of bad guys.

eli says ...
Aug 23, 2010 @ 12:46pm

Please make a windows version!

samel says ...
Aug 23, 2010 @ 2:58pm

Added windows version. It took me some time to figure out how to make it work, but in this last mind standing I WON! DIE WINDOWS DIE!!!

Grab it from googlecode progect -> download -> windows binary

zdanielz says ...
Aug 24, 2010 @ 1:22pm

Fun game! clever game mechanics, highly addicting and challenging. Cool!
Wish there were some better graphics and audio though...

eli says ...
Aug 25, 2010 @ 12:47pm

Thanks for the Windows version!!

It was fun to play a few levels, but the one-hit deaths were a bit painful. Also, hard to time because of random timeouts in enemy cooldown? Maybe more complex screens could be navigated, if timing were regular. Good job though.

samel says ...
Aug 25, 2010 @ 1:21pm

Enemy fire at soon as the old shot goes outside the play area so that's why you see them as random timeouts. That's to make it more complex [ 8) as if it where not already]

Spooner says ...
Aug 27, 2010 @ 9:40am

Audio when the enemies fire would make it a lot easier (in a good way), I think. Otherwise, nice simple idea that is nevertheless fun to play!

Jhelle says ...
Aug 29, 2010 @ 12:32pm

I like the idea, but sometimes you spawn next to enemies and die instantly. It would also be nice if it had a bit more features.

MrPhil says ...
Aug 29, 2010 @ 1:26pm

Love the animation when you blowup!
I was confused about which one was the target.

samel says ...
Aug 29, 2010 @ 4:37pm

I'm planning to make a post-compo version with some improvement and some new feature.
If you have some ideas/comments post them here, i'll take them in account.

Thanks for all [past and future] comments!

pekuja says ...
Aug 30, 2010 @ 4:45pm

This idea seems to be very common in the compo. I like the angle that you have to do this because you're out of ammo.

I felt like without one-hit deaths, the game would have just gone forever and ever, because it's not very difficult if you're careful, although I imagine if I got farther it would have actually gotten hard, but then the problem is that once you hit a few enemies, it's back to being the same thing as on previous levels, and you're just left to kill the last few enemies. It's almost like the only thing that matters on each level is whether you can kill the first few enemies. The levels get longer, but only the beginning is more difficult.

stqn says ...
Sep 3, 2010 @ 4:33am

Nice! Very simple gameplay, but it's working, and it's fun (I wouldn't spend my evening playing it, but it's ok.) Thanks for the Linux binary. It works very well. A tutorial, howewer simple and badly drawn, is always nice to have, too ;).
It's too bad you haven't had time to include a few sounds.

stqn says ...
Sep 3, 2010 @ 4:35am

Oh, and it crashed with a Segmentation fault when I died.

Sparky says ...
Sep 4, 2010 @ 7:33pm

This is a good idea. There's a lot of tension involved in waiting for the enemies to fire. I think a more polished version of this could be really awesome.

Oh, by the way- if you do another version, you might want to fine tune the player movement a little. I found it a bit twitchy, which made it hard to position myself precisely. That's a pretty minor grievance, though. Good job, and congratulations on finishing!

samel says ...
Sep 6, 2010 @ 2:02pm

Hei! Thanks for all the comments. I'm working right now on a new version of the game taking in account all your suggestions.

Scramasax says ...
Sep 6, 2010 @ 2:33pm

Was a good concept but just too hard.

samel says ...
Sep 6, 2010 @ 4:26pm

Added sound! Next: enemies orde, but this time without stopping the game [no pause between levels]

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