Ludum Dare 31
December 5th-8th, 2014

Ludum Dare 18

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

Back to Browse Entries

SpaceFreak Snack - DeathBySnail - Competition Entry

SpaceFreak is hungry!
Guide a stray martian to safety. Kick evil space blobs at SpaceFreak to slow him down.

You will probably be digested.

View DeathBySnail's journal. | View all entries by DeathBySnail

Ratings

#22Audio3.14
#43Humor2.67
#46Community3.36
#83Fun2.76
#87Overall2.86
#92Innovation2.95
#100Theme3.10
#115Graphics2.48
#148Coolness1%

Comments

TheLastBanana says ...
Aug 22, 2010 @ 9:43pm

I found the jump sound to be a bit annoying. The main issue I had was that the jumps were always the same height (as far as I could tell, anyway) which made it a little too difficult to actually land on enemies.

squidlarkin says ...
Aug 23, 2010 @ 2:33pm

This has potential, but it suffers from the lack of any sense of speed and the high, floaty jumps taking too much of your precious time. It seems to pretty much come down to luck with the enemy placement.

pdyxs says ...
Aug 24, 2010 @ 1:35am

I think the basic idea of this has a lot of potential, but it really needs a lot of gameplay polish (everything needed to be faster, and more gravity would have helped a lot). It ended up being really hard to aim or get away from the big bad.

ChainedLupine says ...
Aug 24, 2010 @ 1:37am

I concur with Last, the fixed jump height made it hard to maintain a rhythm when it came to landing on enemies, so I am going to have to knock off a star for that one. With some tweaking, this could be quite playable.

Covenant says ...
Aug 24, 2010 @ 5:59am

Same issues as everyone above... and the game is a bit unforgiven... I had a sequence of 4 guys in a row, and then just one bad jump, got stuck and got digested... what I mean is that the game should see into the immediate success and not punish the player so much... just an idea, of course... :)

someone says ...
Aug 24, 2010 @ 7:02am

Haha - love it.
It does feel a but slow though.
One time I got stuck on a too steep slope at the begining.
Really like the squeaky run sound.

Andrew Marsh says ...
Aug 24, 2010 @ 7:17am

I actually really liked this game. If you make a post compo version I would love to see variable jump height and some different obstacles or ways to slow the monster down.

goffmog says ...
Aug 24, 2010 @ 1:37pm

Absolutely AWESOME!!!! At first I thought it was just way too hard and I was going to mark it down and not even bother to comment... But something about it kept me playing. 15 was the best I could manage, but something about this game is just great... Make it easier to keep away from the big guy and add some other factor into it to keep it slightly varied and this could be one that people play for hours! This is just one step away from greatness.

ExciteMike says ...
Aug 24, 2010 @ 6:32pm

Oof, yeah that jump feels awkward, but I think this is a promising idea that mostly just needs some control over the jump arc.

Aug 24, 2010 @ 7:03pm

I liked the sense of being chased by an enemy that I can't directly face. This is the best thing your game has to offer and you should definitively expand on it! The rest IMHO is a matter of tweaking.

Secondarily, I think having the small "enemies" do more than just run into you would enhance the experience much more. Cheer!

Dslayer27 says ...
Aug 27, 2010 @ 10:33pm

Short simple and to the point, it could have ran faster, and wow, I was getting close

Spooner says ...
Aug 28, 2010 @ 6:25am

Nice music. Game was an original idea, but needed work.

Thought the game was too hard until I realised that you had to constantly kick little guys just to stay out of the jaws :) Poor little guys!

goffmog says ...
Sep 7, 2010 @ 9:08am

SURVIVE! YES!!!! Knew I'd come back to this one :)

You must sign in to comment.


[cache: storing page]