
To Developers: Consider using HTML5 and WebGL instead. Having troubles with the export? Don’t worry. See Ports below.
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As of September 2015 however, this option will no longer be available.
Other browsers (Firefox, Internet Explorer, Safari) and Flash are unaffected, but FWIW there is no Unity Player or Silverlight for Linux.X
The Unconventional Weapon would be a Magnet Gun! And when I decided to name the game MagGunner, it sounded a little like MacGuyver which instantly flooded my mind with 80s nostalgia. Hence it was really fun making the music and visuals in a retro-futurist 80s sci-fi theme.
The collisions are a bit glitchy but I've tested it extensively and the 7 levels I came up with are playable until the end. i did my best to have the levels progressing in difficulty so that you learn the mechanic of the MagGun (thanks, Portal!)
The game is WINDOWS standalone .exe, because I can't afford the HTML5 plugin for GameMaker, but the download is only a quick 5.4 MB anyway.
I hope you like it!
Controls:
W A D
Shooting magnets:
↓ ↑ (up, down)
Quit:
Esc
Screenshot:
F12
EDIT: For those of you who are having troubles figuring it out, or just want to see all the levels, here's a video walkthrough:
https://www.youtube.com/watch?v=VxWa7uXCQtE
Downloads and Links
Ratings
![]() | Coolness | 69% |
#40 | Innovation | 4.09 |
#43 | Audio | 3.93 |
#55 | Overall | 3.93 |
#78 | Mood | 3.74 |
#86 | Graphics | 4.06 |
#178 | Theme | 3.84 |
#282 | Fun | 3.38 |
Comments
Music got a bit repetitive, blocks often glitched through walls and the controls for aiming were a bit clunky (mouse aim would have made it much easier). That said, a really neat idea and actually a lot of fun.
That's really a clever idea with the magnets, and I like the 80s graphic style.
The controls are a bit wonky, though (well, it's a machine after all)
Music, sounds and graphics fit nicely together. I didn't get the game at all but it was graphically pleasing and fun to watch the blocks move or attract each other.
But what am I supposed to do in this game? Who is to destroy? The red robot? And how? Getting blocks collide with him? Puzzled but entertained ;-)
Nice mechanics, but controls are a bit tricky. Nice graphics :)
Nice one, unfortunately a little buggy but much fun to play!
Great presentation, love the 80s vibe. Gameplay concept works pretty well! Collisions were very glitchy though. An aim assist (like a laser) would've been nice too.
Now this just looks awesome, and it was fun and interesting! Liked the music too!
Very good concept, yet buggy. Liked the style as well, your logo is cool
Loved the music and found the mechanics really promising.
There were a few bugs with the collisions against the walls, though.
Nice work either way! :)
Nice game! :D beautiful retro style, lovely music, and challenging mechanics. Good job!
Very cool! I liked the magnet gun a lot. Nice music and nice graphics. Interesting concept as well.
Great gameplay mechanic!
Good retro vibes with the art and music.
(Sometimes, weird wall collisions would push me outside of the map though.)
Nice overall feel! As you mentioned, collisions were glitchy but that wasn't noticeable once you got going. I was worried that the enemies were going to start shooting at me, which would have made this extremely difficult!
MAN. THE 80'S VIBE. IT'S SO GOOD. *cough*
Anyway, I really enjoyed this, even though sometimes those blocks got a little glitchy (going through walls, doing weird stuff when colliding with each other) it was so much fun! The music, the gameplay, the mood, everything was extremely well done. I hope you expand on this because it was seriously a lot of fun!
Awesome work dude!
@MiniBoo: Thanks! Yeah, I had them move and shoot but that would have made the game way too taxing when the magnets-mechanic itself requires some new, unfamiliar way of problem solving. And doing this while being persecuted and shot at is not "a fun challenge", it is frustration with the LJN seal of approval.
MAN. THE 80'S VIBE. IT'S SO GOOD. *cough*
Anyway, I really enjoyed this, even though sometimes those blocks got a little glitchy (going through walls, doing weird stuff when colliding with each other) it was so much fun! The music, the gameplay, the mood, everything was extremely well done. I hope you expand on this because it was seriously a lot of fun!
Awesome work dude!
Graphics were well done, and the concept and puzzles were solid. Also it's nice to see a ludum dare game with an end. It makes the whole thing feel more packaged. High scores are a nice touch.
The logo! The colors! The gameplay! As long as the one thing you do in a game is fun, then just keep playing it (a family creed I live by).
I like the idea, sound design, music and graphics. I think enemies could be smarter. But good entry, overall ;-)
It's a realy cool game and concept. The controls of the car was a bit slow and clunky thou and it was possible to get the boxes outside of the screen.
Great stuff! The core mechanic is incredibly impressive. I might have liked controlling aiming with the mouse more, but still, really good work
Thanks for all your feedback so far!! Yes, the implementation of the mechanics is glitchy at times thanks to me not really being a skilled enough coder, but mouse-aim/aim assist is definitely something I will look into!
Those graphics are great! :D
Nice mechanic, really not bad at all for a 48 hour job, good work!
Thy game is very nice :)
Super slick intro screen nice clean graphics, fitting music and a clever concept. Well done.
My only gripe is that the collision detection is a bit wonky. Blocks clip through walls and collide weirdly. Maybe implementing a proper physics engine would help in that regard?
Great graphics! The mechanic looks fine enough. I just had some frustration problems dying when half of the enemies were killed and the level was reset, but that's probably just me not being skilled enough.. Haha! Keep up the good work!
Great game! I was wondering if there was a specific reason not to allow backward motion, it creqted some frustration in contrast to a nicely done game.
@Daiwen: The reason is because my shitty implementation relied on negative values in speed (every time something collides, it would reverse its speed until it didn't anymore), so no collisions would register (at least not properly) when moving backwards. I am fully aware that this sucks, but I see it as a prototype/proof-of-concept anyways. If enough people find it interesting, I will start from scratch with a proper design document and the Box2D physics engine. Right now, everything is held together by a lot of chewing gum, duct-tape and good intentions ;)
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Ohhhhh yes!