Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

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Frisbee Fetus Bombs

by jacketsj - Compo Entry

This is a game where you control your launchers (your characters) using repellent. Hold left click to repel all your launchers, or right click to shoot frisbee fetuses at the invaders. Be aware though, your launchers will soon die of shame! Implant the explosions of the fetuses into the incoming invaders to turn them into launchers!

VERSION DIFFERENCES:
Windows (Original) is the original game, with the exact source code written in the 24 hours. Fullscreen mode is buggy and only works properly on 1920x1080 screens due to an error on my part, and one of the sound effects is played multiple times at once, making it louder than necessary. This version is made using XNA, and therefore requires the XNA redistributable framework to run. This can be found here: https://www.microsoft.com/en-ca/download/details.aspx?id=20914
Windows (OpenGL) is a monogame port of the game made AFTER compo ended. It probably requires some sort of monogame redist, but I don't know where to find that. GL! There are exactly two differences (aside from any possible glitches specific to this version that I am not aware of): Firstly, fullscreen mode is COMPLETELY disabled, due to monogame having a glitchy fullscreen mode right now (Hopefully this will be fixed, and if not I could probably do it myself). Secondly, the previously mentioned sound that was played multiple times at once is only played once, as it should be. I only noticed this because monogame threw an error telling me this. This version does NOT require the XNA framework.
Aside from that, there should be no differences between them.

A l̶i̶n̶u̶x̶ flash port is in the works. (But it's slow due to g̶l̶i̶t̶c̶h̶e̶s̶ ̶i̶n̶ ̶m̶o̶n̶o̶g̶a̶m̶e̶ differences between as3 and c#)

Just in case anyone's wondering: The music was made with the web program found at http://sb.bitsnbites.eu/

Downloads and Links


Ratings

Coolness63%
#475Humor2.83
#486Innovation3.19
#523Fun3.09
#553Audio2.70
#608Theme3.28
#704Overall3.00
#792Graphics2.64
#841Mood2.55

Comments

jacketsj says ...
Apr 20, 2015 @ 1:16am

Source code is on google drive due to my having a hard time with both github and google sites.

MattV says ...
Apr 20, 2015 @ 5:12am

Man I love a lot of things about this game! The converting your enemies mechanic - love it. Really ramps the difficulty and makes it a brain twister. The controls didn't make sense at first until I realized you could have multiples, and then it kind of clicked. Very difficult still. Your music is a trip is it procedural or something? The theme didn't really click for me. Great game.

ironleonem says ...
Apr 20, 2015 @ 6:06am

So... the gameplay was decently entertaining. I do feel the premise was a bit... sophomoric for my tastes, and shocking just for the sake of being shocking. You do seem to have a head for interesting game design. I'd love to see more of your stuff... but maybe easy on the fetuses?

jacketsj says ...
Apr 20, 2015 @ 6:25am

I was actually worried the game mechanics might be TOO confusing, but I'm glad to know someone figured them out. The music isn't procedural, but it is made up of patterns. It's not composed note by note, but it's not made by a program either. I wasn't too worried about a theme while making this, more worried about how all the parts would fit together.

jacketsj says ...
Apr 20, 2015 @ 6:28am

(Last comment was directed at MattV, this one's at ironleonem)
Join the pro-fetus movement. It wasn't even supposed to be shocking, just unconventional.
Maybe next time I should think of an actual premise instead of coming up with one 5 hours before deadline though... (I had already had the fetuses for a long while by this point)

10FingerArmy says ...
Apr 20, 2015 @ 6:12pm

If that isn't an arguable theme then what is! And after figuring out how it works I was shooting fetuses all over the place. Damn. It was fun. But I could have lived with some other random kind of weapon that is fired.

To the game itself, definitely fun and quite a challenge as well. Nice mechanics and good idea to control multiple fighters. Well done, only a minus for the weird fetus stuff ;-)

edve98 says ...
Apr 20, 2015 @ 6:14pm

It stops working as soon as I start playing.. :/

jrserjeant says ...
Apr 20, 2015 @ 8:48pm

Couldn't get the hand of the controls but did like the game overall. Some nice innovation with the enemy.

jacketsj says ...
Apr 20, 2015 @ 10:44pm

@edve98
What do you mean? Do you see the three opening screens? Does it crash? Do you have xna 4.0 redist (or game studio) installed? (not the refresh, though that might work too)
If it just crashes on startup, it's probably an issue with your xna installation, but if you get past the opening screens and then it crashes, I'm lost.

Adreqi says ...
Apr 21, 2015 @ 12:47am

I liked it. Controls are confusing at first but once I understood how it worked, I had fun throwing babies at spaceships :D

jacketsj says ...
Apr 21, 2015 @ 12:50am

@Adreqi
Babies and spaceships? ...They're fetuses, but I won't correct you on the spaceships because I'm not really sure what those are myself.

Jakob37 says ...
Apr 21, 2015 @ 6:43pm

Really nice mechanics, I enjoyed watching the number of controlled characters increase. I did't feel that the movement (right click) provided me much benefit, especially as my army grew. I agree with someone else in the comments, I would like to see more from you, but maybe with less fetuses (and sad noises!)

terpin says ...
Apr 22, 2015 @ 1:16am

This is sick and wrong and I love it so much!

jacketsj says ...
Apr 22, 2015 @ 2:57am

@terpin lol thanks

ploogle says ...
Apr 22, 2015 @ 6:54am

Your comments on the Dust Bunny game were a little mean. Just needed to say something about that.

jacketsj says ...
Apr 22, 2015 @ 7:11pm

@ploogle (going to post this on your page too)
Took me a while to remember what game you were talking about. The art was bad and a paintball gun wasn't original, I won't lie about that. Maybe the way I phrased that was too harsh, but they weren't under the intention of being mean. I posted a second comment on the game's page.

kunzbe says ...
Apr 22, 2015 @ 8:28pm

hahaha :D awesome! I really enjoyed this thing. The multicontrol of so many me's was a cool twisty thing!

Kronics says ...
Apr 22, 2015 @ 8:32pm

Not quite sure what I was doing, and it took me a while to figure everything out, as i didn't have enough time to read the instructions... but once i did it was very interesting and fun.

jacketsj says ...
Apr 23, 2015 @ 12:46am

@Kronics
Everything on that short screen was in the description too. I think that screen was a little short too.

Datamosh says ...
Apr 24, 2015 @ 2:57am

We liked it, but... how did you come up with such title?? hahha!

jacketsj says ...
Apr 24, 2015 @ 2:58am

@Datamosh it was originally "Baby Fetus Bombs", but by the time it was nearing a finished state, the fetuses spun when thrown, so I changed the name to sound better.

jacketsj says ...
Apr 24, 2015 @ 2:59am

@Datamosh Also: No I don't camp this page, I just happened to check it the moment you posted

kirbytails7 says ...
Apr 26, 2015 @ 7:53am

A fun game, and it has a nice unsettling vibe, but I share the sentiment of it having shock value for the sake of shock value. I don't know what your original plan was such that you had settled on having fetuses so early (and I'm not saying don't do that), but I'm not convinced that some other theme wouldn't have worked better.

Like, something like Binding of Isaac is fun and is intentional with its aesthetic, but this seems fun despite its aesthetic.

ZYXer says ...
Apr 26, 2015 @ 4:01pm

Frisbee Fetuses... that's definitely the most "unconventional" weapon I've seen so far :D

Great game mechanic with the conversion of enemies, I also like that your troops fire in the opposite direction. Overall a quite addictive game!

barkergames says ...
Apr 28, 2015 @ 2:43am

Very weird, btw when it was full screen it cut off the right and bottom, which made it confusing.

jacketsj says ...
Apr 28, 2015 @ 3:56am

@barkergames yeah sorry fullscreen in xna is shit. Monogame scales it correctly, but when you exit fullscreen in monogame it basically stops working. (hence I disabled fullscreen in monogame)
All in all, fullscreen support just seems to be lacking everywhere these days.

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