April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
You are Mr. Herbert Evan Robert Ondvar, Adventurer extraordinaire!
Monsters happen to be attacking the village you're visiting.
Are you a bad enough dude to slaughter them all?
Controls:
Move with WASD
Hit stuff with your sword and accept in menu using Space
Cast spells with (Left) Control
Menu and exit with escape
Or if you launch it with -j you can use a joystick (Controls based of a Xbox 360 controller)
Move with X/Y
Hit stuff and accept in menu with button 0
Throw spells with button 1
Menu with... well menu (button 7)
Exit with back (button 6)
Made in C++ using SFML2 (The latest git version), with the help of GIMP, Blender, Bfxr, and a short session of Diablo 3.
Update (24/4 2012 11:52):
Uploaded a linux version, tell me if it works.
Downloads and Links
Ratings
![]() | Coolness | 53% |
#296 | Humor | 2.50 |
#584 | Fun | 2.55 |
#670 | Audio | 1.78 |
#676 | Overall | 2.59 |
#757 | Mood | 2.09 |
#781 | Graphics | 2.14 |
#835 | Innovation | 1.97 |
#863 | Theme | 1.86 |
Comments
I really liked the style of this game, but the gameplay itself did get a bit boring. Some more mechanics (levelling up, more threatening enemies) or places to go would have made it more compelling I think.
Looks like a promising start but lacks a few things. For one, smarter enemies would help a big deal.
I was killing off monsters and suddenly had won, with other monsters still alive?
Also, crashed on exit.
Nice little game. Controls could have been a little easier as I found myself having to do almost everything with my left hand. Could have done with the option of the arrows keys and the right control button to let you use both hands. I wasn't able to try with a joystick though. A running total of your score would have been nice too. Still; it is exciting to play and the combat was definitely engaging. Lovely programmer art too ;).
Not a bad game, I found it quite overwhelming with the number of enemies, and I struggled to keep them back. I basically died because I couldnt kill fast enough.
Otherwise I enjoyed it.
Linux tarball is missing a lot of deps and the libs are misnamed, you need to add .2 to the end of all the .so files for it to find them after adding LD_LIBRARY_PATH="./lib"
After that it's using an unstable build of glew but didn't provide the .so files and I really don't want to go through a full system update to move to the unstable packages.
Tried running under WINE as well but crashes on startup, sorry, I'd love to rate but it just wont run :/
The game played well. Nice movement and mechanism. Some more instructions would've been nice :)
Sorry about the not-too-functional linux port, tried to throw one together but I have no idea of which libraries to include. I guess I could try doing an ldd and uploading those too.
I can add that everything that's gameplay related was pretty much thrown together the last hours, 30 minutes before the deadline there was still only one type of monster. I hate those small bugs that sneak in and manage to ruin your whole day, too much time lost trying to track down and eradicate them.
Okay, I think just including all the packages from ldd might not be possible, I guess there are some problems with running a bleeding edge system.
If you happen to have the latest SFML version from git compiled on your system it might work though.
Sorry.
Nice - Gameplay was a bit tedious, but I liked the overall setting. there was not too much TINY WORLD in it though... good job! :)
+1 for the xkcd Cory Doctorow :-) (ok there seems to be a lack of goggles).
I had really fun playing this one. The controls are a bit clunky and at first I didn't realize when you loose lives. But it was really funny to jump in blasting and swinging the sword! Nice!
I quite enjoyed the games humorous tone and what I assume are deliberate grammatical errors. Seems okay, though there are way too many enemies.
It's a nice game, and I'm impressed you finished this with C++ (But on a side question, was there any reason you chose C++ over something more suited to rapid development like flash?)
Now about the game, first, I think you should have enabled movement with arrow keys as well as WASD, and made the casting spells some other button. The casting spells didn't work for me for some reason.
Also I think you should make the next wave only start after the current wave finishes so that you're not overwhelmed with enemies.
You chose a fun mechanic, but it's only fun so long as you are hooking the player. You need to be introducing new things otherwise people will get bored.
Also I'm curious as to how this relates to the theme aside from having "tiny" in the name :P
To answer your questions;
Well, the main reason I chose to work with C++ is because I wanted to. Couldn't see a good reason to use some other simpler language/tool that I have no experience with.
Sadly the input system I coded in the very beginning only supported one key/button/axis per bind and I never had the time to upgrade it.
The wave timing was also something that was added in the last few hours, never had much time to get it working properly.
And I myself consider a 20x20 pixel world small enough ;)
Pretty cool, but it does need some work here and there. I think you should have used the arrow keys to move and not WASD, it would have been much easier to attack and move at the same time. Some kind of upgrades maybe, and I think that the enemies took too many hits to kill. Other then those things the game was still enjoyable
It seems like there were far too many enemies for me to take down, I only killed 36. Also, after it showed my score the program wouldn't close. I ended up having to close it using task manager. I like the premise, pretty funny. :)
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The player's movement was silly in a good way. However, attacking was difficult, the AI felt a bit mindless, there seemed to be no end to the hordes, in a way that I constantly felt overwhelmed. I missed the fact that you could cast spells, though, so that may have had something to do with it.