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    Ludum Dare 21

    August 19th-22nd 2011 :: Theme: Escape
    [ Summary | Compo Top 50 | Jam Top 50 | Top 25 Categories | View All (599) ]

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    26 Prisoners - Devenger - 48 Hour Competition Entry

    Prisoners of a war of words, many women and men of letters need a guiding hand to escape from camps of genuine, physical terrors. Not every prisoner can be saved... you'll just have to try your best.

    CONTROLS (game doesn't mention all of them, thanks Tulrath for reminding me of this in the comments): Letter keys to select and deselect prisoners. Backspace to deselect all prisoners. Space to pause. Click to move prisoners around (Ctrl-click to deselect them after click). Arrow keys to move camera around on the couple of levels this is required, or move mouse to the edge of the screen.

    Game is a Flash .swf, so will probably run in your browser. Thanks ChevyRay for FlashPunk, a pleasant and powerful framework for a little game like this. Apologies to fans of good pathfinding - you won't find any of that here.

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

    Ratings

    Theme4.48
    #25Overall3.78
    #33Fun3.58
    #34Innovation3.85
    #43Coolness11%
    #143Community2.96
    #192Graphics2.98
    #210Audio2.37
    #290Humor1.71

    Comments

    Tulrath says ...
    Aug 22, 2011 @ 3:04am

    It took me awhile to figure out that you could un-select a prisoner by clicking their letter again. Once I figured THAT out, the game got a lot easier. Very challenging :)

    Aug 22, 2011 @ 5:05am

    Cool game, its challenging and fun!

    kevglass says ...
    Aug 22, 2011 @ 11:55am

    Took a few minutes to work out what I was supposed to be doing, but it clicked and suddenly I had a challenging game on my hands. Very neat implementation!

    migimunz says ...
    Aug 22, 2011 @ 1:13pm

    Awesome idea, fun game

    angrygeometry says ...
    Aug 22, 2011 @ 2:40pm

    very challenging game, but a very cool little puzzle game.

    zamza says ...
    Aug 22, 2011 @ 3:23pm

    Wow, I would love to see a post LD version. Give me about 50 levels, a level editor and a better tutorial and you have my moneys.

    foobaz says ...
    Aug 22, 2011 @ 9:48pm

    Interesting gameplay.
    Good intuitive (to me, at least) interface.
    Good production.
    Won with 11. Will try for more later.

    Lattyware says ...
    Aug 23, 2011 @ 5:38pm

    Really fun little game. Well made, slick, just generally good.

    DPbrad says ...
    Aug 23, 2011 @ 6:00pm

    One of my favourite LD games, I have even downloaded your source and have been playing around with making my own levels I enjoyed it so much!

    N0_Named_Guy says ...
    Aug 23, 2011 @ 10:22pm

    Your game is awesome, but I am just too dumb to play it =(

    tnelsond says ...
    Aug 23, 2011 @ 10:52pm

    This is a great game. Love the game mechanics especially. Very polished.

    rawbits says ...
    Aug 23, 2011 @ 11:25pm

    I can't say anything. This is a proper game and it has everything it needs. I just wanted to say thank you!

    P.S.: Maybe you should extend it and make a bigger, sellable game.

    Andrew says ...
    Aug 24, 2011 @ 12:47pm

    Finishing the game is pretty straight forward, especially the last level where I just made a run for it, finishing it with a decent score is where the challenge is.

    bluescrn says ...
    Aug 24, 2011 @ 2:56pm

    Nice idea, well made and good use of the theme. I got a little frustrated by lv6 though and game up there. The use of unique letters for each prisoner was cool - but it made the deselect key a bit arkward to reach? (Also, the game would have benefitted from a 'select all' key)

    ratking says ...
    Aug 24, 2011 @ 8:55pm

    "Here, you cannot save both of them." - Well, I could! http://dl.dropbox.com/u/10650964/_trash/LD21/devenger.jpg ;-)

    One of the best games of LD21 I played so far, good job! (Although it's a bit too hard for me.)

    zdanielz says ...
    Aug 25, 2011 @ 3:26pm

    Fun game! sound was annoying, and graphics very simple, but the mechanism was great and pretty challenging! way to go!

    d_m says ...
    Aug 25, 2011 @ 4:51pm

    Really smart game! The level designs were good, it was awesome you were able to write such good instructions and include in-game hints. Controls were a little hard to get used but work pretty well. One suggestion... it would be nice to have a key for "deselect all" (maybe ESCAPE, heh heh).. i often accidentally selected people while trying to select a group. Also, a little bit of music would be great. If you like the music I did in my game I'd be happy to try to compose something tense/mission-impossible sounding for you.

    MacTuitui says ...
    Aug 27, 2011 @ 6:22am

    Nice concept, nice implementation (one time one prisoner went in a wall and got stuck btw), sadly I suck at this type of game (but my game is similar in a way, I know it does not make sense). Good level design (well I did not pass level 4). Very nice work.

    Rudy says ...
    Aug 27, 2011 @ 1:26pm

    Very original and nice and fits the theme better than most too.

    refrag says ...
    Aug 27, 2011 @ 11:38pm

    Solid mechanics and good execution. Difficulty ramp-up and learning could be gentler (but that might just be me). Hated that I had to sacrifice people to escape, so +1 for creating that emotional response.

    Danik says ...
    Aug 28, 2011 @ 3:48pm

    It was fun, well made. It's a good thing you can come back and play any of the missions to try to get a better score.

    I wish it would remember the progress when you left the game though (really easy to do with net.flashpunk.utils.Data, or just SharedObject in flash).

    In level 2, the stationary guards seemed to have a longer view range than the circle when they were alerted.

    johnfn says ...
    Aug 29, 2011 @ 6:25am

    So intense. I have never felt so much agony as I have when I was watching my prisoners crawl slowly to the exit, one sacrificing himself for the other.

    Devenger says ...
    Aug 29, 2011 @ 5:17pm

    Danik: ah! I couldn't work out where FlashPunk's save/load functionality was hidden. By the time I implemented the menu/level select I was too exhausted to read documentation properly. Thanks for the heads-up.

    And thanks everyone for your comments; I'm considering making a full, post-compo version of this, and the feedback has been both useful and encouraging.

    Cosmologicon says ...
    Sep 3, 2011 @ 1:55am

    Great! I didn't understand why my guy got spotted sometimes when he was clearly outside the guard's radius, but I feel like the mechanics for the most part were intuitive. I ran into an issue on Level 6 when I saved 1 prisoner and the other three got hauled back to the beginning. I wanted to make another run for it, but the window never scrolled back to the left, so I couldn't see my guys anymore. If there was a way to control the scrolling, I missed it.

    I gave you bonus Community points for supporting so many keyboard layouts!

    Devenger says ...
    Sep 3, 2011 @ 1:01pm

    You can use the cursor keys to move the camera left, right, up or down, or move the mouse to the edges of the screen to have the camera scroll. Sorry, more controls not mentioned. :/

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