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

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This End Up

by JamesGecko - Competition Entry

My first Ludum Dare entry! Things did not go according to plan. It's somewhat glitchy.

However, this is the only entry where you can ride an explosive Rhino Rabbit. *Twice.* How can you refuse such an offer?

X to jump. Z to slash.
Slash at enemies to make them collide and explode.
Some enemies may be used as platforms.

Press R to restart the level if things glitch out too badly.

Downloads and Links




GreaseMonkey says ...
Aug 22, 2010 @ 7:46pm

Uh, where's the source?

Alan Lynn says ...
Aug 23, 2010 @ 10:03am

That was pretty fun. I think it needs to be a more forgiving though (or at least have an easier difficulty).

A list of suggestions:
-Allow the player to take more than one hit (have health).
-Make attacks on enemies right next to you more successful.
-When an enemy gets up after being attacked, it shouldn't start moving at full speed right away.
-Variable jump height? (by holding the jump key less long)
-Respawn vital enemies (ones needed to activate platforms, etc)
-Fix those glitches :-)

I liked the rhinos. They kept getting away from me though :-(

@GreaseMonkey Looks like the source is zipped in with the windows download.

JamesGecko says ...
Aug 23, 2010 @ 10:37am

Yeah, I didn't actually everything working to the point of playability until the last hour or so. I'll hack on a slightly more polished post-compo version soon.

I didn't notice that there was a separate source code category; I'll break up the download accordingly.

ChainedLupine says ...
Aug 24, 2010 @ 1:58am

I thought the platforms and how they interacted with the enemies were neat.

Spooner says ...
Aug 28, 2010 @ 6:06am

I liked that "bouncing" enemies also affected the environment (such as turning the platforms over so you could stand on them, which was a step ahead of some games I've seen that followed the same formula).

Glitchiness didn't help; it might have been nice to have been able to see more of this game. Even without improving the sprites, it would have been nice to show direction of facing, since the attacks were directional.

moop says ...
Aug 30, 2010 @ 11:17am

I really enjoyed playing this, though I wished for extra lives or maybe less sensitive collision with the enemies (possibly making the player immune to the little flying guys, they were always where I needed to be).
The graphics style was very cool, the enemies are cute but malicious and well drawn and the backgrounds are simple but striking. The only thing that didn't really fit in was the player character.

Pokute says ...
Sep 2, 2010 @ 9:47am

It's a bit dissapointing that many platformers don't get the controlling right with some inertia, acceleration, jumping etc. There were couple of neat ideas but there wasn't enough to play and what was there was watered down by glitches and untuned controls.

pekuja says ...
Sep 5, 2010 @ 12:12am

You had some cool ideas here. I didn't really care for the instant deaths though. The graphics have a nice style to them.

sirGustav says ...
Sep 6, 2010 @ 2:37pm

I missed sounds. Sfxr would be great for this kind of game..

Switchbreak says ...
Sep 6, 2010 @ 3:21pm

After the description warned about the glitchiness so much, I was surprised by how much fun this game is. It works really well, and the art style is great. It's too fast by half and the collision detection goes all to hell when you are against a wall, but with some work on the underlying code this game could be super fun.

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