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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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    Enough time for escape - Shigor - 48 Hour Competition Entry

    Requires Net 2.0, runs via OpenTK, so it might run on mac / linux too with Mono (untested). More info in readme.txt

    Update: Since the game is now really too hard as I hadn't time to do enough recipes, I made a list on following link (for those who don't want to spend a lot time finding them out for themselves):

    Other hints:
    HOLD space to attack anything in front of you including those pesky cats (they'll try to run away after first hit).

    There are several different endings, one good, few not so good and one (not so) hidden.

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




    Shigor says ...
    Aug 22, 2011 @ 2:00am

    So... anyone dares to escape AND survive? :)

    recursor says ...
    Aug 22, 2011 @ 9:14pm

    Man the screen sure is busy with stuff. Maybe a bit too much. I ran around for a while collecting things but never figured out any recipes. Perhaps if you could provide maybe one or two recipes to start out? I really like the art style for the game. It reminds me of attack of the paper zombies (probably because of the graph paper).

    wbobeirne says ...
    Aug 23, 2011 @ 4:27am

    Very cool looking game, I only wish I could figure out how to win. And that damn cheetah! It would be nice if we had a little more direction of what to do.

    cornedor says ...
    Aug 23, 2011 @ 5:17am

    Too much stuff on the screen and if a animal hunts me im doomed

    Jorjon says ...
    Aug 23, 2011 @ 12:00pm

    The recipe system totally killed the game for me. I tried several items, and then stick and stone, and it told me that "I have to invent something else first". But the graphics and the gameplay are very interesting.

    ryantouk says ...
    Aug 25, 2011 @ 1:38am

    The Windows link goes to Recipe.txt now...?

    Shigor says ...
    Aug 25, 2011 @ 12:16pm

    Sorry for the link, fixed (I really don't know how it got there, must be lingering aftereffects of the sleep deprivation)

    Rudy says ...
    Aug 26, 2011 @ 7:34am

    Very well done, lots of depth. Perhaps a little oversaturated with objects when you first get into it. Combat is a bit clunky and collisions are "weird". I escaped the easy way :)

    tcstyle says ...
    Aug 26, 2011 @ 12:32pm

    Great idea and graphics style, but I couldn't make any recipe.

    Jedi says ...
    Aug 28, 2011 @ 1:23am

    I really like the charming, animated-notebook-paper feel of the game. There's just too much going on though, both in terms of gameplay and especially what's on the screen! The same game with a sparser (or more spaced-out) level probably would have been more fun. Per-pixel collisions probably would've helped a boatload as well.

    You added color to some things, which was cool, but it seemed pretty random as to what had color and I felt like there needed to be more (or less). I'd have expected what was colored to fit into a category. Like, just the HUD has color or HUD stuff and items you can pick up are colored, background and animals are not (or something).

    The collisions just seemed - weird. When so many trees and bushes and junk were overlapping and almost-overlapping on the screen, figuring out were you could walk was a bit of a guessing game.

    I managed to invent a firestarter but that's it. Despite having _plenty_ of flammable inventory and environment, I was just told there was nothing to set on fire, which was quite frustrating.
    Actually after writing that I realized I needed to go back and BUILD the firestarter. So I did. I had to get more rocks (guess I used up the ones I had on a non-functional prototype?) and was told "now I can build fire." What'd that do? I don't see "Fire" on the build menu. Where's my fire!?

    Ultimately, this game shows promise. It's innovative. If it were simpler and easier to get into, and had sound, I'd like it more. Picking up stuff you can find on a deserted island and combining them to build inventions that ultimately lead to your escape (I assume) has got to be the best integration of theme I've seen so far. 5* there.

    Aug 29, 2011 @ 8:23pm

    +1 To this
    "You added color to some things, which was cool, but it seemed pretty random as to what had color and I felt like there needed to be more (or less). I'd have expected what was colored to fit into a category. Like, just the HUD has color or HUD stuff and items you can pick up are colored, background and animals are not (or something). "

    Shigor says ...
    Aug 29, 2011 @ 10:26pm

    yeah - bananas and water hole... I planned to remove it later and redraw those, because it IS inconsistent and I've done it only in an attempt to improve visibility, but I've planned a lot of things :)
    I've already fixed the most stupid things for the postcompo version, color changing is one of the stuff which remains to be done.

    Petzi says ...
    Aug 31, 2011 @ 2:34pm

    You could have advantage of the graphic style by coloring the more important items (animals, food, water, etc). It's pretty, but there's just too much going on in a very small space (this hasn't got so much to do with the graphics, though. There should be a big space only with trees and rocks and only a few pick-ups, but have 40 different objects on the screen while a lot of them moving around, it just overwhelms the player. You need to introduce things bit by bit. The mixed keyboard-mouse controls aren't very good, either. I recommend using the mouse for attack and picking up stuff, etc.

    I don't understand why the Firestarter can be made with 2 small rocks but not 2 big rocks... Also, the game sort of crashed when I tried to make something. Again, the crafting system is kind of confusing, since it's all thrown at you at the same time.

    Overall, it has potential but needs a lot of work to be fun.

    angrygeometry says ...
    Sep 5, 2011 @ 3:08pm

    i really liked the graphics, but i'm mad gay for anything "hand drawn" looking. i couldn't really figure much of the game out beyond trial and error. pretty hectic.

    summaky says ...
    Sep 12, 2011 @ 7:47pm

    I am sorry, but I am not going to install Mono for GNU/Linux just to play a game… Such a shame, because it looks nice on screenshots :-)

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