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

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Killer Knife-Robots from Knife Planet K

by Jerm - Competition Entry

Controls (and a mildly-humourous backstory) are in the Readme.txt file.

I have now uploaded a Linux version, which is almost the same as the Windows version except with no sound.

The Full Source zip contains all the source files for the code and my custom library and also the sfxr .sfs files for sounds and PDN files for images.

Downloads and Links


Ratings

#38Humor2.80
#50Coolness14%
#70Innovation3.13
#77Community2.90
#87Audio2.27
#110Fun2.44
#118Overall2.56
#122Graphics2.38
#138Theme2.56

Comments

GreaseMonkey says ...
Aug 22, 2010 @ 7:32pm

This was more like "Enemies throwing weapons".

sfernald says ...
Aug 22, 2010 @ 11:21pm

Haha, this was a "literal" interpretation of the theme enemies as weapons. Clever.

GreaseMonkey says ...
Aug 22, 2010 @ 11:32pm

right, i played this thing before judging started, i couldn't compile the damn thing so i decided to use the windows binary in wine

i like the concept of the knives being picked up and throwing and this has a lot of potential especially if you add more powerups

it's too damn slow so kinda lacking in the fun department, it would place higher if it were faster

you actually have enemies throwing weapons at you so you've actually failed to follow the theme properly, sadly

graphics are existant and they work

audio is existant and it works

humour really only goes as far as the title, but it's not bad, i reserve the fabled one-star position for stuff which is truly cringe-worthy

overall worth looking at the knives being picked up and thrown but really needs to be faster

alphas/betas and screenshots are great to have, not a heck of a lot of timeline so it gets 3 stars instead of 4 in the community section

timgarbos says ...
Aug 23, 2010 @ 5:09am

You can use the enemies weapons as weapons, but it's not like you can actually aim, it's more just random and not really something you think about. It could be nice if the only way of killing a robot was to make another robots blade hit it.

At first I thought that I couldn't touch the blades on the ground, which made the game impossible :P Maybe you could fade the color a bit.

All in all I don't really feel in control of the game. I just run randomly around for life/emp.

Nice back story though!

blitzgren says ...
Aug 23, 2010 @ 3:09pm

Knife Planet K, a truly terrifying place!

Dslayer27 says ...
Aug 23, 2010 @ 5:53pm

That was cool, kinda wish there was an end though.

TenjouUtena says ...
Aug 23, 2010 @ 6:18pm

This one is OK.. It didn't strike me as great. I would like the whole thing to be a bit faster, I think. Then it might feel frenetic and much more fun.

Jamin says ...
Aug 23, 2010 @ 7:19pm

Ahg, the website is down! I'd like to try out the Linux build.

Is there an affine transformation (camera) for the game that you could adjust? I think this game would work a lot better zoomed in.

Aside from that, there's a lot the graphics could do to convey meaning in this game. Currently it is completely up to the player's imagination to determine when the blades are in the air (dangerous) and on the ground (not dangerous). Even after playing for a while, I have no idea what the blast radius is for the player's attack. Also, since the player is stationary on the screen and the game field is relatively empty, the ground could *really* use a tile pattern of some sort (it would help me with judging distance while playing).

After having played this game, I will remember to never give a robot a knife.

Aug 24, 2010 @ 6:40pm

I get the game and like the idea! I found the goal to be unclear at first - maybe adding a directions would help? :)

someone says ...
Aug 25, 2010 @ 8:34am

Had to edit your library to get it to work in 64bit Linux.
You are casting pointers to int. Generally a bad idea, use size_t as that will work on both architectures.

The game felt a bit slow to be interesting, but a nice idea.

Alan Lynn says ...
Aug 26, 2010 @ 11:16am

Why do the enemies without knives hurt you?

stqn says ...
Aug 26, 2010 @ 4:37pm

The hero definitely needs to go faster than that. As is, it's almost impossible to avoid the blades that seemingly come from nowhere (no predictable where, at least.) It would make the game less boring, too. Some robots could go towards the hero maybe.

It would be nice to know when a robot will get new blades (some blinking light for example).

Also the HUD is too small, I didn't see it at first and thought "this game really needs a HUD" ;).

However the back story was kinda fun :).

Jerm says ...
Aug 26, 2010 @ 4:44pm

Thanks to everyone who has played and rated the game so far. I will probably write up a post-mortem after the judging is over with some replies to comments. I also have some replies to specific comments:

@Sam: The web host tends to go down sometimes I think. If it's not working, try again later and hopefully it will be back up. I was meaning to get better hosting but was too lazy.

About your second point, I think the game needs to be zoomed out to some degree so you can see incoming blades in time to deflect them with EMP.

If you want to try it out zoomed in, you can edit CGameController.cpp line 181 and change the 3rd argument to glTranslatef() from -100 to a lower number.

@someone: Good point, I didn't test with 64-bit. If the part that you're talking about is the call to OnNotify(), then the cast is probably ok because those pointers were originally populated from int values. But maybe I need to cast them to size_t before casting to int to avoid errors.

@Alan: Because Knife Planet K is not a friendly place and it is a general rule of games that touching enemies hurts you :).

pekuja says ...
Aug 28, 2010 @ 11:06am

I scored 277. I didn't quite understand the interpretation of the theme here. Was it the reverse; "weapons as enemies"? I would have liked it if the player character was faster and/or had more ways to move or deal with the enemies. I felt like if something was coming at me, I had very little chance of dodging.

Sep 6, 2010 @ 3:43pm

I liked the concept, but the gameplay felt very loose (I couldn't see any great correlation with what I was doing to how well I was doing).

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