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

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by Torquil - Competition Entry

Instructions in text file in zip, this may/may not work on Linux or OSX, it's untested.

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skintkingle says ...
Aug 23, 2010 @ 3:45am

Impossibly hard. :(
Damit i've only got a score of 1! haha.
nice idea though... constant fleeing! :P

mpc174 says ...
Aug 23, 2010 @ 8:18am

Very tough.

pdyxs says ...
Aug 24, 2010 @ 1:53am

Yeah, definitely tough. I like that the ship-killing leaves pellets - it meant that there was more to do than simple avoidance (as much as I'd love to be able to direct the enemies to shoot at each other, I'm simply not that good)

ChainedLupine says ...
Aug 24, 2010 @ 2:03am

Trying to get the pellets while dodging fire and total inertial controls = very hard. :)

Danik says ...
Aug 25, 2010 @ 5:16am

Two points make it impossibly hard:
1. The turning speed is pretty slow compared to the thrust speed.
2. It runs way too fast! It's over in a few seconds.
Those two points break the game for me. But I can see how it could be fun if you fixed them.

Pokute says ...
Sep 2, 2010 @ 1:29pm

You managed to make the handling pretty weird. It doesn't feel completely inertial.

stqn says ...
Sep 3, 2010 @ 9:00am

Would be nice if the instructions mentionned which keys to use. I'm getting white rectangles for the sprites, as with the previous love game I tried, but unlike the love "tank" demo (under Linux, Radeon 9700.)

stqn says ...
Sep 3, 2010 @ 9:07am

Ok, it looks like there is no other key than up/left/right? If so then the game is way too hard indeed. Some kind of health in order not to die on the first hit, and/or the ability to stop the ship, would help. Otherwise, good idea.

DrPetter says ...
Sep 6, 2010 @ 3:16pm

Got 33. I really love the simple and fun concept. It's like that other game where I ended up doing close dodging just to entertain myself, even though I didn't have to. In this one it's a requirement. Unfortunately it's spoiled by really strange "physics". What did you do with the acceleration/inertia? Seems like it's quantized somehow, but still smooth. Just behaves unexpectedly. Should be really simple: dx+=input, x+=dx, done. Use floats for both, or high-precision fixed point. Also, you should reduce the player's collision box or ideally use polygon/image collisions so you can do really close passes without being unfairly killed. Remove the countdown as well, it's annoying when doing multiple restarts. Almost a great game :)

Scramasax says ...
Sep 6, 2010 @ 4:24pm

Way too hard.

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