April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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tiny hostile world

by Akunate - 48 Hour Compo Entry

dodge the comets coming down at you and your tiny hostile world!

left key moves left and right key moves right
R key restarts the game

Downloads and Links


Ratings

Coolness73%
#731Graphics2.28
#743Humor1.54
#766Theme2.28
#794Audio1.00
#835Fun1.85
#840Mood1.80
#860Overall2.03
#868Innovation1.79

Comments

caranha says ...
Apr 25, 2012 @ 3:35pm

Hey, congratulations on finishing your game! I hope next time you have more time to implement cool features to it.

Here are some two very simple suggestions that can make even a game as simple as yours fun to play:
1- A score: make a counter of how long you have survived. This will give people an incentive to keep playing
2- Ramp up the difficulty - make the number of asteroids depend on the time - the more time passes, more asteroids appear on screen.

1+2 (without changing anything else in your game) will make you a game that can be replayed, and has some challenge value.

Cheers!

Valeour says ...
Apr 27, 2012 @ 5:17pm

Very simple. Nothing spectacular, alright for a while. Would be good on a mobile device though, so maybe that's something you could think about doing with this?

dr_soda says ...
Apr 29, 2012 @ 11:58pm

In addition to what caranha said, there are a few other things you could do:

Variable velocity for the asteroids
Variable trajectory for them rather than just straight down

Jiddo says ...
May 4, 2012 @ 11:43pm

I agree with the other comments and I realise that there may not have been enough time to do everything you had in mind. The game has potential to be fun, but it needs some ramping up of the difficulty and some kind of score at least.

johannhat says ...
May 4, 2012 @ 11:57pm

I think you got a good start to do something interesting with this if you choose to. It's simple, but the controls are solid an I could easily see where this could get fun and frantic really fast. Congrats!

robcozzens says ...
May 5, 2012 @ 12:21am

Pretty cute.

KevinWorkman says ...
May 5, 2012 @ 2:15am

I agree with what everybody else already said. Great start, especially for 48 hours, and now you have a foundation to work from.

Little shameless self-promotion, but you might consider using the free Java game hosting I offer at http://StaticVoidGames.com. At the very least, it looks better than sites like media fire.

mneubrand says ...
May 5, 2012 @ 7:22am

Agree with the previous reviewers. A little of that extra polish could make it a really addicting game.

flownerous says ...
May 5, 2012 @ 12:50pm

Good start with the mechanic but needs structure. Difficulty curve, score, waves, another enemy to add interest perhaps.

Being able to click the mouse made it really easy too.

Robert Swan says ...
May 5, 2012 @ 1:43pm

I enjoyed this quite a lot - the collision detection could do with some tweaking (I expect you know this of course!) but otherwise I'd have loved to carry on to reach the "desperate but just under control" stage I like on these sorts of panic-inducing games.

j0n says ...
May 5, 2012 @ 3:38pm

Nice simple game.

schnerble says ...
May 5, 2012 @ 5:07pm

I like the style of the graphics. It needs a bit more to do to keep people playing, though - at the moment it's a bit too easy and nothing seems to change.

Fenyx says ...
May 5, 2012 @ 6:34pm

It wasn't especially fun, probably because there isn't a goal to keep the player playing. You need more enemy variety, a score counter (and because this is a jar it would be simple to make it online high scores :D), and some actual difficulty.

Nehmulos says ...
May 6, 2012 @ 4:48pm

Could use some music and a score / time. I like that it get's harder the longer I play, even though that happens a little bit too fast if you ask me.

Gjarble says ...
May 9, 2012 @ 7:47am

I like how, unlike most dodging games, the player's surface isn't just a flat plane. Also, I notice that, unlike what some commenters have said, the difficulty DOES ramp up. If you've edited the game after the competition was over, for future reference, you're not supposed to do that- if you want to release an improved version of your game after the one that you submitted to the compo, you can add a link to a "post-compo version" (so people know to rate only what you did in 48 hours). That said, I doubt you did anything like that. I'm betting a more likely explanation is that it takes a minute or two for the difficulty to ramp up enough for the player to notice, and most people died or stopped playing by then.

Like everybody else has said, the best thing to do from here is add features to make it more interesting. The highest priority should be either a score or a win condition; something for the player to work towards. If you're having trouble getting stuff done within a short timeframe, I'd recommend looking for a free game engine- they can do a lot of the tedious dirty work for you.

By the way, I noticed the game can also be played by dragging the mouse. Is this intentional? If so, you should note it in the instructions.

rvmook says ...
May 9, 2012 @ 11:26am

Nice little game. To bad the mouse control was in there that made it way to easy.

May 9, 2012 @ 11:38am

This is the beginning of a promising game - I can see lots of things being added to it. Definitely has a bit of a "tilt to live" vibe about it.

oldtopman says ...
May 9, 2012 @ 11:17pm

Cool game, though I think that you could do with the incentive/increasing difficulty that caranha says.

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