April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
It's a 2D dual-shooter with some stew laying about to drink. There are 5 levels finished and in the game. Each level requires a certain door-combination pattern to find the true exit. If you get stuck long enough you get a graphical hint. There is a pretty big bonus for finishing a level under the bonus time limit (15 seconds). It's a compiled Windows EXE written in a bastardization of C/C++ with dangerous casts and hardcoded data all over the place.
Downloads and Links
Ratings
![]() | Coolness | 100% |
#460 | Audio | 2.41 |
#520 | Humor | 2.07 |
#564 | Fun | 2.58 |
#698 | Graphics | 2.36 |
#701 | Mood | 2.23 |
#716 | Overall | 2.51 |
#815 | Innovation | 2.00 |
#874 | Theme | 1.77 |
Comments
CHEATS AND HACKS
Mash F11 to spawn power-ups at the four corner spawn points. It gets fun with max fire rate and max speed.
F12 to take a screenshot.
I apologize for the wall collisions in narrow areas. My post-compo version already has it fixed. Keyboard movement is better to.
odd, when I start the game, as soon as I leave the title screen I automatically get game over
As you stated, the collision is a bit buggy. The part with using doors in a specific sequence I didn't get... I walked randomly and sometimes a new room appeared ^^.
Yep, I didn't have time to add more visual feedback. Its not a great entry :(. I'm just glad it worked for you without crashing.
Mt favorite part is making the purple dudes dance to the beat by going in and out of doors repeatedly.
couldn't get it to run on my linux machine under wine. wish i had an xb360 gamepad to try this with.
It runs at 400 FPS on my machine, and I'm not if that's making the game stupidly fast, or it's just how it normally is. Really buggy.
I enjoyed the music and the strangeness. I liked it when I felt overwhelmed with enemies. The clunky controls were okay because it made me feel more vulnerable. Didn't really understand the door puzzle thing, I just wandered around until reaching the next level. Also, I think I had waaaaaaaay too much health - wasn't really a challenge. Other than that, good work!
The graphics and the music work really well together and I actually played this for quite a while.
Some crit: Game needs AI, it takes really long to revolve the aim, doors think I am closer to them than I actually am.
Congratulations on finishing LD23!
Smash TV!
However I never managed to get a really good shot, in screen 3 I had to run through enemies while slowy shooting one after another.
Gimme more power! :)
Nice music, congrats. I couldn't see the connection with the theme.
Really liked the audio and music. It fit in great.
A tad higher fire rate would have been nice. Also.. doors seemed to suck me in and spit me out... like really fast. Other than that.. good job!
I start and i die, the games goes tooo fast. I have 0.2sec to react before diing :(
I tied game logic to vsync, and some graphics cards don't support it so it runs "full speed". There is a POSTCOMP build in the ZIP file now that throttles the framerate, fixes collisions for the player and doors, and sadly rips out all the music (was causing crashes)
Seemed a bit buggy to me, my little guy was flickering about quite a bit - was playable though.
Good to see another LD game support the 360 pad. So much classier than keys :)
Fun to play even though with my joypad setup (PS2 adapter) I could only fire up or down.
Graphics work well but had some artefacts on the borders - looks like the sprites need some padding around them.
Hi!
A fun game. When I catch the mechanics I tried to discover more and more levels until that where there's a "crossroad" on the middle, I tried it two times but I don't know what the solution is.
The graphics are good enough fot the game purposes. And the sound effects do their work.
Good job! Congratulations.
@robcozzens I looked through the Chrome Native Client SDK but didn't see joystick support. If they ever get it in there I'll port it over - it would be really easy. The source should compile under XCode. You'd have to collect GLFW, Portaudio, and SOIL for mac (not hard). I'd do it but I don't have a mac.
Surprisingly fun despite some of its shortcomings (primarily that the player's goal is very unclear). Great use of the twin stick shooter formula.
I always thought games would be better with stew... Nice work; congrats on finishing! Thanks!
Reminded me a bit of Smash TV and stuff like that. Good fun with the XBOX pad, found it a bit awkward with mouse but I was just being lazy not plugging my pad in!
Going through the doors at random until getting to a new room felt a bit tiring, and fighting the enemies could feel tough when against the left wall all the bullets hit the actual wall and didn't fire.
Kept my attention long enough to make me realize the stews did different things and acted like powerups. That was pretty awesome! :D
It got me playing for quite a while. I like this kind of games. Nice job.
Hmm, for some reason I really like your graphics. At first I didn't know I could use xbox controller, so I used mouse and wasd. Mouse aimer was very sluggish. I didn't try the postludum version yet though. Also I found the door thing kind of a turn off. I think it might be more interesting to have doors appear after a while of fighting maybe one or two and after a while the last door gets you out. But... it does add something to the person that wants to get out of the level faster, with your way it's possible. Well it's something to ponder over. I enjoyed your game.
Your whole graphical style was really nice, I liked it. The hit detection was a bit buggy, as you said, and I was not really sure about the whole door-combination puzzle thing. I just went in random doors until I finally got to the next room. But, pretty fun overall!
I fail to see how does your game match the theme. Reminds me a bit of Gauntlet games.
Trying to figure out the door combination was tricky and didn't give much feedback if you selected the right or wrong door. I liked dodging and shooting the enemies while guessing the combination though!
Simple, but pretty fun. I played the compo version and it always ended up auto-shooting for me after the first room. Made it easier, but took away some of the fun. I also couldn't figure out which door spawned a new room - it just happened randomly at some point. Sounds like a lot of these things are fixed in the later version, but I thought it'd be fair to play the compo version for rating.
wow I didn't expect any positive feedback at all, I was just happy to get something done. Anyway, ripping out all the door combo stuff. It wasn't a good idea. Redrawing the gfx, making it more of just a straight-up SmashTV rip with frogs and snakes and whatnot. I'm learning SO MUCH just getting that much done :)
Couldn't work out how to finsih a level, Ate all the soup, killed all the enemies and ran into the green shiny glow of a door.. nothing happened.
I'm not sure if I ever really got what to do while playing. I think I get it after reading the description though (that's what I get for not reading instructions!)
Gameplay as is seemed a bit tedious to me, though the shooting and stuff worked well :)
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BIG NOTE: Controls - XBOX360 supported and highly recommended (dual analog stick shooter). WASD, Arrow keys, and mouse aiming is also supported if no joystick is detected.