August 19th-22nd 2011 :: Theme: Escape
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by malloc - 48 Hour Competition Entry

This is really shitty but whatever. Next time I will do better. The Application is hidden there.

Press Z - to shoot.

Oh, but the end is fucking orgasmic. You should at least play through it just for the ending because it is the best possible ending.

Downloads and Links




Staggy says ...
Aug 22, 2011 @ 4:01pm

Failed to run - problem with the "side-by-side configuration".

redwater says ...
Aug 23, 2011 @ 2:06pm

same :|

tcstyle says ...
Aug 23, 2011 @ 5:32pm

sorry, but same with me. Would like to try it out, though.

redwater says ...
Aug 23, 2011 @ 7:43pm

yeah, the promised awesome end is teasing!

johnfn says ...
Aug 25, 2011 @ 6:13am

I'm just here to phone in the same issue. I MUST SEE THIS ORGASMIC ENDING.

wbobeirne says ...
Aug 26, 2011 @ 7:36am

Hate to make the comment section look like a broken record, but I'm getting the same error.

Andrew says ...
Aug 26, 2011 @ 4:03pm

ditto on the error

ExciteMike says ...
Aug 29, 2011 @ 4:26pm

I'm getting "This application has failed to start because the application configuration is incorrect." And trying to rebuild it myself I am finding all kinds of linking issues that I really don't want to try and figure out right now.

Jedi says ...
Sep 1, 2011 @ 8:18am

Ok, you made some n00b mistakes on distribution but I think we've all been there. First, you distributed a debug build and not a release.

Debug builds rely on debug .dll's which aren't meant to be distributed - hence, nobody without your exact version of MSVC will have them.

Distributing a release build will often suffice if you're just using msvc's libraries (most systems will already have these) but to be thorough, you really should distribute the runtimes with your distributions. See:

Following those instructions, I built a release for you and included it's dependencies, msvcr80.dll and msvcp80.dll. (Hey, I need to do this for my game, too! ) Link's at the bottom.

As to the actual game:
I could stand the screen shake effect for all of about 1 second. I commented that out so your game would be playable.
The end screen doesn't display on a win condition; you never loaded it.
The sprites are good and the gameplay isn't the worst. Hope you do better next time.

I went ahead and zipped a release build so anyone can play it. I also include another version that fixes the issues I mention above.
Here it is:

malloc says ...
Sep 2, 2011 @ 12:11am

Wow! I didn't think anyone would go that far into trying to make the game playable. Thank you so much for your feedback as to what I did wrong, and thanks for going to all that effort to playing it!

To be honest, I found out shortly after I released it from some friends that I had that error but I had no clue how to fix it. This was my first time releasing something I had made in VS, and so I didn't anticipate it being so hard to release. Combined with how unfinished I felt the game was (like you said, I never tested the end screen) I didn't try to figure out how to fix it and wanted to leave it behind me. Maybe that was kind of terrible of me and I'm sorry 3:

I feel like I've learned a lot and I hope to be more prepared next time. Thanks for your feedback Jedi :D

The ending for all of you who want to know is a screen that says something along the lines of "You've been trying to escape, but the button has been beside you all along. Press the escape button to escape." And doing so exits the game.

summaky says ...
Sep 3, 2011 @ 8:55pm

I downloaded Jedi's version because I couldn't play your due the "side-by-side configuration" error.

The screen shaking is so nerving. And the game is too difficult for me :-)

BlueShaman says ...
Sep 11, 2011 @ 5:14pm

I have to say, megaupload is so annoying. Try finding a host that doesn't force you to wait 40 seconds just so you can get a low priority download. :P

BlueShaman says ...
Sep 11, 2011 @ 5:21pm

I unfortunately couldn't play very far, because combined with my colorblindness and the shaking, I couldn't see where the floor and walls were.
It would be nice if the enemies had a clearer way of showing how much more they needed to be hit, but overall it was a simple game that translated into something that would have been fun if it was more easily playable.

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